mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-09 10:06:35 -05:00
go.mod, go.sum: * updating akara, bugfix in akara.EntityManager.RemoveEntity d2core * adding d2core/d2label * adding d2core/d2bitmapfont d2ui * exporting some constants for use elsewhere d2components * added bitmap font component (for ui labels) * added FileLoaded tag component to simplify asset loading filters * added locale component * FilePath component renamed to File * sprite component now contains the sprite and palette path as strings * adding ui label component d2enum * added locale as file type for file "/data/local/use" d2systems * changed most info prints to debug prints * removed unused scene graph testing file (oops!) * terminal is now rendered above mouse cursor scene * adding ui widget system for use by the game object factory * adding test scene for ui labels created with the ui widget system d2systems/AppBootstrap * added command line args for profiler * `--testscene labels` launches the label test * now adds the local file for processing * game loop init logic now inside of Init method (the call to world.Update does this) d2systems/AssetLoader * loads the locale file and adds a locale component that other systems can use * adds a FileLoaded component after finished loading a file which other systems can use (like the loading scene) d2systems/FileSourceResolver * Now looks for and uses the locale for language/charset filepath substitution d2systems/GameClientBootstrap * game loop init moved to end of AppBootstrap.Init d2systems/GameObjectFactory * embedding UI widget factory system d2systems/BaseScene * made base scene a little more clear by breaking the process into more methods d2systems/LoadingScene * simplified the entity subscriptions by using the new FileLoaded component d2systems/SceneObjectFactory * adding method for adding labels, buttons to scenes (buttons still WIP) d2systems/SceneSpriteSystem * the sprite system now maintains a cache of rendered sprites
197 lines
4.5 KiB
Go
197 lines
4.5 KiB
Go
package d2ui
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import (
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"image/color"
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"regexp"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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)
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// Label represents a user interface label
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type Label struct {
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*BaseWidget
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text string
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Alignment HorizontalAlign
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font *d2asset.Font
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Color map[int]color.Color
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backgroundColor color.Color
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*d2util.Logger
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}
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// NewLabel creates a new instance of a UI label
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func (ui *UIManager) NewLabel(fontPath, palettePath string) *Label {
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font, err := ui.asset.LoadFont(fontPath+".tbl", fontPath+".dc6", palettePath)
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if err != nil {
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ui.Error(err.Error())
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return nil
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}
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base := NewBaseWidget(ui)
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result := &Label{
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BaseWidget: base,
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Alignment: HorizontalAlignLeft,
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Color: map[int]color.Color{0: color.White},
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font: font,
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Logger: ui.Logger,
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}
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result.bindManager(ui)
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return result
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}
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// Render draws the label on the screen, respliting the lines to allow for other alignments.
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func (v *Label) Render(target d2interface.Surface) {
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target.PushTranslation(v.GetPosition())
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lines := strings.Split(v.text, "\n")
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yOffset := 0
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lastColor := v.Color[0]
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v.font.SetColor(lastColor)
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for _, line := range lines {
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lw, lh := v.GetTextMetrics(line)
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characters := []rune(line)
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target.PushTranslation(v.getAlignOffset(lw), yOffset)
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for idx := range characters {
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character := string(characters[idx])
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charWidth, charHeight := v.GetTextMetrics(character)
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if v.Color[idx] != nil {
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lastColor = v.Color[idx]
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v.font.SetColor(lastColor)
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}
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if v.backgroundColor != nil {
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target.DrawRect(charWidth, charHeight, v.backgroundColor)
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}
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err := v.font.RenderText(character, target)
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if err != nil {
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v.Error(err.Error())
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}
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target.PushTranslation(charWidth, 0)
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}
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target.PopN(len(characters))
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yOffset += lh
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target.Pop()
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}
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target.Pop()
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}
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// GetSize returns the size of the label
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func (v *Label) GetSize() (width, height int) {
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return v.font.GetTextMetrics(v.text)
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}
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// GetTextMetrics returns the width and height of the enclosing rectangle in Pixels.
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func (v *Label) GetTextMetrics(text string) (width, height int) {
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return v.font.GetTextMetrics(text)
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}
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// SetText sets the label's text
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func (v *Label) SetText(newText string) {
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v.text = v.processColorTokens(newText)
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}
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// SetBackgroundColor sets the background highlight color
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func (v *Label) SetBackgroundColor(c color.Color) {
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v.backgroundColor = c
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}
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func (v *Label) processColorTokens(str string) string {
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tokenMatch := regexp.MustCompile(ColorTokenMatch)
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tokenStrMatch := regexp.MustCompile(ColorStrMatch)
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empty := []byte("")
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tokenPosition := 0
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withoutTokens := string(tokenMatch.ReplaceAll([]byte(str), empty)) // remove tokens from string
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matches := tokenStrMatch.FindAll([]byte(str), -1)
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if len(matches) == 0 {
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v.Color[0] = getColor(ColorTokenWhite)
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}
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// we find the index of each token and update the color map.
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// the key in the map is the starting index of each color token, the value is the color
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for idx := range matches {
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match := matches[idx]
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matchToken := tokenMatch.Find(match)
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matchStr := string(tokenMatch.ReplaceAll(match, empty))
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token := ColorToken(matchToken)
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theColor := getColor(token)
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if theColor == nil {
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continue
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}
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if v.Color == nil {
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v.Color = make(map[int]color.Color)
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}
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v.Color[tokenPosition] = theColor
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tokenPosition += len(matchStr)
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}
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return withoutTokens
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}
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func (v *Label) getAlignOffset(textWidth int) int {
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switch v.Alignment {
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case HorizontalAlignLeft:
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return 0
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case HorizontalAlignCenter:
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return -textWidth / 2
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case HorizontalAlignRight:
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return -textWidth
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default:
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v.Fatal("Invalid Alignment")
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return 0
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}
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}
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// Advance is a no-op
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func (v *Label) Advance(elapsed float64) error {
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return nil
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}
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func getColor(token ColorToken) color.Color {
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// https://github.com/OpenDiablo2/OpenDiablo2/issues/823
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colors := map[ColorToken]color.Color{
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ColorTokenGrey: d2util.Color(ColorGrey100Alpha),
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ColorTokenWhite: d2util.Color(ColorWhite100Alpha),
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ColorTokenBlue: d2util.Color(ColorBlue100Alpha),
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ColorTokenYellow: d2util.Color(ColorYellow100Alpha),
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ColorTokenGreen: d2util.Color(ColorGreen100Alpha),
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ColorTokenGold: d2util.Color(ColorGold100Alpha),
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ColorTokenOrange: d2util.Color(ColorOrange100Alpha),
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ColorTokenRed: d2util.Color(ColorRed100Alpha),
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ColorTokenBlack: d2util.Color(ColorBlack100Alpha),
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}
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chosen := colors[token]
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if chosen == nil {
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return nil
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}
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return chosen
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}
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