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Commit Graph

40 Commits

Author SHA1 Message Date
gucio321
5cd404e4a5
d2ui.Frame refactor (#994)
* d2ui.Frame refactor

* removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame

* d2ui.Frame refactor

* removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame

Co-authored-by: M. Sz <mszeptuch@protonmail.com>
Co-authored-by: Tim Sarbin <tim.sarbin@gmail.com>
Co-authored-by: gravestench <dknuth0101@gmail.com>
2021-01-06 21:53:01 -08:00
gucio321
5b4e23eb8c
Merge branch 'master' into hotfix 2020-12-12 19:29:12 +01:00
gucio321
2e31f3d1ec
Move Gold Panel (#962)
* move gold panel
2020-12-12 01:39:26 -08:00
M. Sz
509dfda5e5 clean up error handling in d2game/d2player/inventory.go and d2core/d2item/diablo2item/ 2020-12-10 13:18:26 +01:00
gucio321
96916863ff
Quest log initial (#956)
* Adding character quest panel
2020-12-01 23:19:15 -08:00
gucio321
f9c607b734
Hotfix: gold button in left corner of game screen (#945)
* hotfix: remove gold button in 0,0
2020-11-23 02:29:35 -08:00
gucio321
7919b742bd
gold (#943)
* Init for gold button and label

* gold button and label in inventory menu

* gold value saved/loaded from player save file

Co-authored-by: M. Sz <mszeptuch@protonmail.com>
2020-11-22 14:53:33 -08:00
gucio321
518a667a84
modification of the logger (#940)
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
2020-11-21 21:36:59 -08:00
gucio321
2153f5ce64
implemented logger in d2gamescreen (#925)
* implemented logger in d2gamescreen

* logger in d2game/d2player

* logger for app.go
2020-11-18 13:02:49 -08:00
juander
976431c8e5 Revert "d2ui/sprite: Refactor Render() to RenderNoError()"
This reverts commit 77cd538c2f.

Since we removed the return of errors from the Render() method, we no
longer require the RenderNoError() method.
2020-11-11 15:05:04 +01:00
juander
c148941194 d2ui/drawable: Refactor render() method to not return error
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)
2020-11-11 14:55:59 +01:00
juander
77cd538c2f d2ui/sprite: Refactor Render() to RenderNoError()
this allows us to create a Render() method that implements the Widget
interface without killing us with linter warnings.
2020-11-09 18:26:32 +01:00
juander
01927d0f3b d2core/d2ui: Add checks to all widgets if they implement Widget
this also adds missing methods to elements not implementing widget. Note
here that we do not enable sprite and label, as this would produce a
crazy amount of linter warnings due to render() requiering error
handling then, which non of the callers handle. Since we remove the
render calls later anyways, we can postpone this static check for now.
2020-11-09 18:13:17 +01:00
gravestench
6e31cfb52a
migrate to ebiten v2.0 API (#860)
* migrate to ebiten v2.0 API

* fixed lint errors
2020-10-28 14:17:42 -04:00
juander-ux
79c147866e
Tooltip refactor (#872)
* d2ui: Add tooltip class

we reimplemented tooltips in several places
(inventory/skill_select_panel). Let's make it its own ui element.

* d2player: Refactor skill_select_panel to use the tooltip class

* d2player: Refactor inventory to use the tooltip class

* Make linter happy

* Make golangci-lint 1.27.0 happy as well

* tooltip: Remove const and rather disable linter
2020-10-28 13:54:55 -04:00
gravestench
7f19f7e970
another bugfix (#851) 2020-10-26 05:00:30 -07:00
gravestench
aa9f6be411
Lint cleanup gocyclo (#847)
* d2player/inventory.go: fixed gocyclo error, broke up render method to smaller methods

* d2client/game_client.go: suppressing gocyclo error for OnPacketReceived, doesnt make sense to split

* d2remoteclient/remote_client_connection.go: suppressing gocyclo error for decodeToPacket, doesnt make sense to split

* d2dcc/dcc_direction.go: suppressing gocyclo error in generateFrames
2020-10-26 02:24:04 -07:00
gravestench
a1380bc264
removed all golint lint errors (#833)
* removed all 'golint' type lint errors
2020-10-25 16:23:55 -07:00
juander-ux
bbc716f682
Add close buttons to all panels (#808)
* 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.
2020-10-25 10:54:39 -04:00
gravestench
589850a728
Removing TODO comments, making issues for them (#807)
* removed the rest of the magic number errors from d2game

* hotfix for bug i added in map engine test

* removed TODO's from d2mapengine/engine.go, added link to github issue

* removed TODO's and made issues and other minor lint work

* lint cleanup, mostly removing TODO's and putting links to their issues on github
2020-10-25 10:21:14 -04:00
gravestench
18c9e85cbc
d2game/d2player/ lint error cleanup (#788)
* d2game/d2player/inventory.go: magic number lint cleanup

* d2game/d2player/mini_panel.go: magic number lint cleanup

* d2game/d2player/skill_select_panel.go: lint cleanup

* d2game/d2player/skilltree.go: removed all lint errors

* removed the rest of the magic number errors from d2game

* hotfix for bug i added in map engine test

* all magic numbers removed (excluding  mapgen)
2020-10-25 00:42:31 -07:00
juander-ux
e5dae4e5d8
Inital skilltree panel implementation (#782)
* 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>
2020-10-22 12:54:45 -04:00
Brendan Porter
ca45be0948
Adds error handling everywhere (#743)
* 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>
2020-09-23 13:30:54 -04:00
gravestench
fc87b2be7a
Removing d2datadict singletons (#738)
* Remove weapons, armor, misc, itemCommon, itemTyps datadict singletons

- removed loader calls from d2app
- removed the HeroObjects singleton from `d2core/d2inventory`
- added an InventoryItemFactory in d2inventory
- package-level functions that use data records are now methods of the InventoryItemFactory
- renamed ItemGenerator in d2item to ItemFactory
- package-level functions that use records are now methods of ItemFactory
- d2map.MapEntityFactory now has an item factory instance for creating items
- fixed a bug in unique item record loader where it loaded an empty record
- added a PlayerStateFactory for creating a player state (uses the asset manager)
- updated the test inventory/equipment code in d2player to handle errors from the ItemFactory
- character select and character creation screens have a player state and inventory item factory
- updated item tests to use the item factory

* minor edit

* Removed d2datadict.Experience singleton

added a HeroStatsFactory, much like the other factories. The factory  gets an
asset manager reference in order to use data records.

* removed d2datadict.AutoMagic singleton

* removed d2datadict.AutoMap singleton

* removed d2datadict.BodyLocations singleton

* removed d2datadict.Books singleton

* Removed singletons for level records

- removed loader calls in d2app
- changed type references from d2datadict to d2records
- added a `MapGenerator` in d2mapgen which uses thew asset manager and map engine
- package-level map generation functions are now MapGenerator methods
- `d2datadict.GetLevelDetails(id int)` is now a method of the RecordManager

* remove SkillCalc and MissileCalc singletons

* Removed CharStats and ItemStatCost singletons

- added an ItemStatFactory which uses the asset manager to create stats
- package-level functions for stats in d2item are now StatFactory methods
- changed type references from d2datadict to d2records
- `d2player.GetAllPlayerStates` is now a method of the `PlayerStateFactory`

* Removed DkillDesc and Skills singletons from d2datadict

- removed loader calls from d2app
- diablo2stats.Stat instances are given a reference to the factory for doing record lookups

* update the stats test to use mock a asset manager and stat factory

* fixed diablo2stats tests and diablo2item tests

* removed CompCodes singleton from d2datadict

* remove cubemain singleton from d2datadict

* removed DifficultyLevels singleton from d2datadict

* removed ElemTypes singleton from d2datadict

* removed events.go loader from d2datadict (was unused)

* removed Gems singleton from d2datadict

* removed Hireling and Inventory singletons from d2datadict

* removed MagicPrefix and MagicSuffix singletons from d2datadict

* removed ItemRatios singleton from d2datadict

* removed Missiles singleton from d2datadict

* removed MonModes singleton

* Removed all monster and npc singletons from d2datadict

- MapStamp instances now get a reference to their factory for doing record lookups

* removed SoundEntry and SoundEnviron singletons from d2datadict
2020-09-20 17:52:01 -04:00
lord
7e3aff557b
Decouple asset manager from renderer (#730)
* 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)
```
2020-09-14 17:31:45 -04:00
lord
7f6ae1b785
improve AssetManager implementation (#728)
* 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
2020-09-14 14:47:11 -04:00
lord
854fce3b14
remove d2asset singleton (#726)
* 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
2020-09-12 16:51:30 -04:00
Gürkan Kaymak
858fa18068
lint fixes (#703) 2020-08-11 18:01:33 -04:00
lord
acc4c7a13e
d2ui refactor (#699)
* 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`
2020-08-06 10:30:23 -04:00
lord
f49770a0d7
Bugfix inventory panel position (#673)
* adding simple inventory item descriptions

* adding method to identify items

* offset description so it doesn't overlap with item in inventory grid

* needed to offset inv panel by 1px
2020-08-03 13:47:45 -04:00
lord
76ed8ff180
simple inventory item descriptions (#672)
* adding simple inventory item descriptions

* adding method to identify items

* offset description so it doesn't overlap with item in inventory grid
2020-08-03 13:44:00 -04:00
Tim Sarbin
7da1843f49
Lint cleanup (#628) 2020-07-26 14:52:54 -04:00
dk
3aab0515cf
Add inventory.txt loader, use the records (#573)
* adding resource entry for inventory.txt

* adding loader for inventory.txt

* adding call to inventory.txt loader in d2app

* d2game now uses the inventory.txt records for making the inventory panel
2020-07-11 11:25:34 -04:00
Intyre
a10a53be26
Renamed EquippedSlot enum (#563) 2020-07-08 19:08:07 -04:00
dk
55dc3e42ed
minor edits (#486)
* adding comments to d2interface for linter

* moved d2render renderer interfaces and types into d2interface
2020-06-29 00:41:58 -04:00
Ripolak
f729ff6101
Feature/load misc items (#424)
* Add InventoryItemMisc struct

* Add GetMiscItemByCode function

* Implement InventoryItem interface for InventoryItemMisc

* Add rings and amulets to the example items loading.

* Fix Y of LeftHand and RightHand equipment slots.

* Add "Ripolak" name to CONTRIBUTORS

* Remove double item
2020-06-23 15:28:03 -04:00
Ripolak
2332bd7b58
Feature/player equipment ui (#419)
* Add basic EquipmentSlot struct

* Add Load function to EquipmentSlot

* Move EquipmentSlot struct to inventory_grid.go

* Add equipmentSlots arg to ItemGrid struct

* Add basic rendering of equipment slots.

* Change rendering of equipment slots to simply use their static x and y

* Add ChangeEquippedSlot function

* Add initialization to all equipped slots types.

* Fix Y locations of equipment slots

* Move default equipment slots to a genEquipmentSlotsMap function.

* Change Item to item

* Fix coordinates

* Change usage of string to EquippedSlotType when dealing with different slots in rendering.

* Fix import error

* Remove neck example

* Add loading sprites of equipped items.

* Clean code in Inventory rendering

* Clean code in Inventory rendering

* Clean code in Inventory rendering

* Change default items that get rendered.

* Change default items that get rendered.

* Add width and height to EquipementSlot struct

* Fill in width and height to current equipment slots.

* Fix Y setting of equipment slots

* Rename variables for clean code.

* Change handling nil itemSprite to condition instead of loop return.

* Split Render function to 2 functions.

* Add TODO

* Change comment to start with capital I
2020-06-23 14:12:30 -04:00
Alex Yatskov
b5c1f5222d
Move rendering stuff out of d2common into d2render (#281)
* Move rendering stuff out of d2common into d2render

* Remove d2interface
2020-02-01 20:39:28 -05:00
Alex Yatskov
8a547ebf0e
Moving files around to make more sense (#279)
* Prevent input fighting between terminal and other input listeners.

* Moving files around, removing exports

* Add missing line
2020-02-01 18:55:56 -05:00
Tim Sarbin
2461142fbd
Minor changes to project layout (#276)
* Minor changes to reduce interdependencies on modules.
2020-01-31 23:18:11 -05:00