mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-10 06:16:27 -05:00
146 lines
4.0 KiB
Go
146 lines
4.0 KiB
Go
package d2screen
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import (
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"log"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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// Screen is an exported interface
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type Screen interface{}
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// ScreenLoadHandler is an exported interface
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type ScreenLoadHandler interface {
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// OnLoad performs all necessary loading to prepare a screen to be shown such as loading assets, placing and binding
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// of ui elements, etc. This loading is done asynchronously. The provided channel will allow implementations to
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// provide progress via Error, Progress, or Done
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OnLoad(loading LoadingState)
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}
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// ScreenUnloadHandler is an exported interface
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type ScreenUnloadHandler interface {
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OnUnload() error
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}
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// ScreenRenderHandler is an exported interface
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type ScreenRenderHandler interface {
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Render(target d2interface.Surface) error
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}
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// ScreenAdvanceHandler is an exported interface
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type ScreenAdvanceHandler interface {
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Advance(elapsed float64) error
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}
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var singleton struct {
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nextScreen Screen
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loadingScreen Screen
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loadingState LoadingState
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currentScreen Screen
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}
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// SetNextScreen is about to set a given screen as next
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func SetNextScreen(screen Screen) {
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singleton.nextScreen = screen
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}
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// Advance updates the UI on every frame
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func Advance(elapsed float64) error {
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switch {
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case singleton.loadingScreen != nil:
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// this call blocks execution and could lead to deadlock if a screen implements OnLoad incorreclty
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load, ok := <-singleton.loadingState.updates
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if !ok {
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log.Println("loadingState chan should not be closed while in a loading screen")
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}
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if load.err != nil {
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log.Printf("PROBLEM LOADING THE SCREEN: %v", load.err)
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return load.err
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}
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d2gui.ShowLoadScreen(load.progress)
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if load.done {
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singleton.currentScreen = singleton.loadingScreen
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singleton.loadingScreen = nil
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d2gui.ShowCursor()
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d2gui.HideLoadScreen()
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}
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case singleton.nextScreen != nil:
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if handler, ok := singleton.currentScreen.(ScreenUnloadHandler); ok {
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if err := handler.OnUnload(); err != nil {
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return err
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}
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}
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d2ui.Reset()
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d2gui.SetLayout(nil)
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if handler, ok := singleton.nextScreen.(ScreenLoadHandler); ok {
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d2gui.ShowLoadScreen(0)
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d2gui.HideCursor()
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singleton.loadingState = LoadingState{updates: make(chan loadingUpdate)}
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go func() {
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handler.OnLoad(singleton.loadingState)
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singleton.loadingState.Done()
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}()
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singleton.currentScreen = nil
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singleton.loadingScreen = singleton.nextScreen
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} else {
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singleton.currentScreen = singleton.nextScreen
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singleton.loadingScreen = nil
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}
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singleton.nextScreen = nil
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case singleton.currentScreen != nil:
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if handler, ok := singleton.currentScreen.(ScreenAdvanceHandler); ok {
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if err := handler.Advance(elapsed); err != nil {
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return err
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}
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}
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}
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return nil
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}
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// Render renders the UI by a given surface
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func Render(surface d2interface.Surface) error {
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if handler, ok := singleton.currentScreen.(ScreenRenderHandler); ok {
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if err := handler.Render(surface); err != nil {
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return err
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}
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}
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return nil
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}
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// LoadingState represents the loading state
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type LoadingState struct {
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updates chan loadingUpdate
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}
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type loadingUpdate struct {
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progress float64
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err error
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done bool
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}
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// Error provides a way for callers to report an error during loading.
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// This is meant to be delivered via the progress channel in OnLoad implementations.
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func (l *LoadingState) Error(err error) {
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l.updates <- loadingUpdate{err: err}
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}
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// Progress provides a way for callers to report the ratio between `0` and `1` of the progress made loading a screen.
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// This is meant to be delivered via the progress channel in OnLoad implementations.
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func (l *LoadingState) Progress(ratio float64) {
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l.updates <- loadingUpdate{progress: ratio}
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}
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// Done provides a way for callers to report that screen loading has been completed.
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// This is meant to be delivered via the progress channel in OnLoad implementations.
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func (l *LoadingState) Done() {
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l.updates <- loadingUpdate{progress: 1.0}
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l.updates <- loadingUpdate{done: true}
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}
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