mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
0d691dbffa
* 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
196 lines
5.0 KiB
Go
196 lines
5.0 KiB
Go
package d2ui
|
|
|
|
import (
|
|
"fmt"
|
|
"image"
|
|
"image/color"
|
|
"log"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
|
|
)
|
|
|
|
// Sprite is a positioned visual object.
|
|
type Sprite struct {
|
|
*BaseWidget
|
|
animation d2interface.Animation
|
|
}
|
|
|
|
const (
|
|
errNoAnimation = "no animation was specified"
|
|
)
|
|
|
|
// NewSprite creates a new Sprite
|
|
func (ui *UIManager) NewSprite(animationPath, palettePath string) (*Sprite, error) {
|
|
animation, err := ui.asset.LoadAnimation(animationPath, palettePath)
|
|
if animation == nil || err != nil {
|
|
return nil, fmt.Errorf(errNoAnimation)
|
|
}
|
|
|
|
animation.BindRenderer(ui.renderer)
|
|
|
|
base := NewBaseWidget(ui)
|
|
|
|
return &Sprite{
|
|
BaseWidget: base,
|
|
animation: animation}, nil
|
|
}
|
|
|
|
// Render renders the sprite on the given surface
|
|
func (s *Sprite) Render(target d2interface.Surface) {
|
|
_, frameHeight := s.animation.GetCurrentFrameSize()
|
|
|
|
target.PushTranslation(s.x, s.y-frameHeight)
|
|
defer target.Pop()
|
|
|
|
s.animation.Render(target)
|
|
}
|
|
|
|
// GetSurface returns the surface of the sprite at the given frame
|
|
func (s *Sprite) GetSurface() d2interface.Surface {
|
|
return s.animation.GetCurrentFrameSurface()
|
|
}
|
|
|
|
// RenderSection renders the section of the sprite enclosed by bounds
|
|
func (s *Sprite) RenderSection(sfc d2interface.Surface, bound image.Rectangle) {
|
|
sfc.PushTranslation(s.x, s.y-bound.Dy())
|
|
defer sfc.Pop()
|
|
|
|
s.animation.RenderSection(sfc, bound)
|
|
}
|
|
|
|
// RenderSegmented renders a sprite that is internally segmented as frames
|
|
func (s *Sprite) RenderSegmented(target d2interface.Surface, segmentsX, segmentsY, frameOffset int) {
|
|
var currentY int
|
|
|
|
for y := 0; y < segmentsY; y++ {
|
|
var currentX, maxFrameHeight int
|
|
|
|
for x := 0; x < segmentsX; x++ {
|
|
idx := x + y*segmentsX + frameOffset*segmentsX*segmentsY
|
|
if err := s.animation.SetCurrentFrame(idx); err != nil {
|
|
log.Printf("SetCurrentFrame error %e", err)
|
|
}
|
|
|
|
target.PushTranslation(s.x+currentX, s.y+currentY)
|
|
s.animation.Render(target)
|
|
target.Pop()
|
|
|
|
frameWidth, frameHeight := s.GetCurrentFrameSize()
|
|
maxFrameHeight = d2math.MaxInt(maxFrameHeight, frameHeight)
|
|
currentX += frameWidth
|
|
}
|
|
|
|
currentY += maxFrameHeight
|
|
}
|
|
}
|
|
|
|
// GetSize returns the size of the current frame
|
|
func (s *Sprite) GetSize() (width, height int) {
|
|
return s.GetCurrentFrameSize()
|
|
}
|
|
|
|
// GetFrameSize gets the Size(width, height) of a indexed frame.
|
|
func (s *Sprite) GetFrameSize(frameIndex int) (x, y int, err error) {
|
|
return s.animation.GetFrameSize(frameIndex)
|
|
}
|
|
|
|
// GetCurrentFrameSize gets the Size(width, height) of the current frame.
|
|
func (s *Sprite) GetCurrentFrameSize() (width, height int) {
|
|
return s.animation.GetCurrentFrameSize()
|
|
}
|
|
|
|
// GetFrameBounds gets maximum Size(width, height) of all frame.
|
|
func (s *Sprite) GetFrameBounds() (width, height int) {
|
|
return s.animation.GetFrameBounds()
|
|
}
|
|
|
|
// GetCurrentFrame gets index of current frame in animation
|
|
func (s *Sprite) GetCurrentFrame() int {
|
|
return s.animation.GetCurrentFrame()
|
|
}
|
|
|
|
// GetFrameCount gets number of frames in animation
|
|
func (s *Sprite) GetFrameCount() int {
|
|
return s.animation.GetFrameCount()
|
|
}
|
|
|
|
// IsOnFirstFrame gets if the animation on its first frame
|
|
func (s *Sprite) IsOnFirstFrame() bool {
|
|
return s.animation.IsOnFirstFrame()
|
|
}
|
|
|
|
// IsOnLastFrame gets if the animation on its last frame
|
|
func (s *Sprite) IsOnLastFrame() bool {
|
|
return s.animation.IsOnLastFrame()
|
|
}
|
|
|
|
// GetDirectionCount gets the number of animation direction
|
|
func (s *Sprite) GetDirectionCount() int {
|
|
return s.animation.GetDirectionCount()
|
|
}
|
|
|
|
// SetDirection places the animation in the direction of an animation
|
|
func (s *Sprite) SetDirection(directionIndex int) error {
|
|
return s.animation.SetDirection(directionIndex)
|
|
}
|
|
|
|
// GetDirection get the current animation direction
|
|
func (s *Sprite) GetDirection() int {
|
|
return s.animation.GetDirection()
|
|
}
|
|
|
|
// SetCurrentFrame sets animation at a specific frame
|
|
func (s *Sprite) SetCurrentFrame(frameIndex int) error {
|
|
return s.animation.SetCurrentFrame(frameIndex)
|
|
}
|
|
|
|
// Rewind sprite to beginning
|
|
func (s *Sprite) Rewind() {
|
|
err := s.animation.SetCurrentFrame(0)
|
|
if err != nil {
|
|
log.Print(err)
|
|
}
|
|
}
|
|
|
|
// PlayForward plays sprite forward
|
|
func (s *Sprite) PlayForward() {
|
|
s.animation.PlayForward()
|
|
}
|
|
|
|
// PlayBackward play sprites backward
|
|
func (s *Sprite) PlayBackward() {
|
|
s.animation.PlayBackward()
|
|
}
|
|
|
|
// Pause animation
|
|
func (s *Sprite) Pause() {
|
|
s.animation.Pause()
|
|
}
|
|
|
|
// SetPlayLoop sets whether to loop the animation
|
|
func (s *Sprite) SetPlayLoop(loop bool) {
|
|
s.animation.SetPlayLoop(loop)
|
|
}
|
|
|
|
// SetPlayLength sets the play length of the sprite animation
|
|
func (s *Sprite) SetPlayLength(playLength float64) {
|
|
s.animation.SetPlayLength(playLength)
|
|
}
|
|
|
|
// SetColorMod sets the color modifier
|
|
func (s *Sprite) SetColorMod(c color.Color) {
|
|
s.animation.SetColorMod(c)
|
|
}
|
|
|
|
// Advance advances the animation
|
|
func (s *Sprite) Advance(elapsed float64) error {
|
|
return s.animation.Advance(elapsed)
|
|
}
|
|
|
|
// SetEffect sets the draw effect type
|
|
func (s *Sprite) SetEffect(e d2enum.DrawEffect) {
|
|
s.animation.SetEffect(e)
|
|
}
|