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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-09 10:06:35 -05:00
OpenDiablo2/d2core/d2ui/label.go
gravestench deb63a95c8 changes to d2components, d2systems, d2ui, d2enum
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
2020-12-08 11:24:10 -08:00

197 lines
4.5 KiB
Go

package d2ui
import (
"image/color"
"regexp"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
)
// Label represents a user interface label
type Label struct {
*BaseWidget
text string
Alignment HorizontalAlign
font *d2asset.Font
Color map[int]color.Color
backgroundColor color.Color
*d2util.Logger
}
// NewLabel creates a new instance of a UI label
func (ui *UIManager) NewLabel(fontPath, palettePath string) *Label {
font, err := ui.asset.LoadFont(fontPath+".tbl", fontPath+".dc6", palettePath)
if err != nil {
ui.Error(err.Error())
return nil
}
base := NewBaseWidget(ui)
result := &Label{
BaseWidget: base,
Alignment: HorizontalAlignLeft,
Color: map[int]color.Color{0: color.White},
font: font,
Logger: ui.Logger,
}
result.bindManager(ui)
return result
}
// Render draws the label on the screen, respliting the lines to allow for other alignments.
func (v *Label) Render(target d2interface.Surface) {
target.PushTranslation(v.GetPosition())
lines := strings.Split(v.text, "\n")
yOffset := 0
lastColor := v.Color[0]
v.font.SetColor(lastColor)
for _, line := range lines {
lw, lh := v.GetTextMetrics(line)
characters := []rune(line)
target.PushTranslation(v.getAlignOffset(lw), yOffset)
for idx := range characters {
character := string(characters[idx])
charWidth, charHeight := v.GetTextMetrics(character)
if v.Color[idx] != nil {
lastColor = v.Color[idx]
v.font.SetColor(lastColor)
}
if v.backgroundColor != nil {
target.DrawRect(charWidth, charHeight, v.backgroundColor)
}
err := v.font.RenderText(character, target)
if err != nil {
v.Error(err.Error())
}
target.PushTranslation(charWidth, 0)
}
target.PopN(len(characters))
yOffset += lh
target.Pop()
}
target.Pop()
}
// GetSize returns the size of the label
func (v *Label) GetSize() (width, height int) {
return v.font.GetTextMetrics(v.text)
}
// GetTextMetrics returns the width and height of the enclosing rectangle in Pixels.
func (v *Label) GetTextMetrics(text string) (width, height int) {
return v.font.GetTextMetrics(text)
}
// SetText sets the label's text
func (v *Label) SetText(newText string) {
v.text = v.processColorTokens(newText)
}
// SetBackgroundColor sets the background highlight color
func (v *Label) SetBackgroundColor(c color.Color) {
v.backgroundColor = c
}
func (v *Label) processColorTokens(str string) string {
tokenMatch := regexp.MustCompile(ColorTokenMatch)
tokenStrMatch := regexp.MustCompile(ColorStrMatch)
empty := []byte("")
tokenPosition := 0
withoutTokens := string(tokenMatch.ReplaceAll([]byte(str), empty)) // remove tokens from string
matches := tokenStrMatch.FindAll([]byte(str), -1)
if len(matches) == 0 {
v.Color[0] = getColor(ColorTokenWhite)
}
// we find the index of each token and update the color map.
// the key in the map is the starting index of each color token, the value is the color
for idx := range matches {
match := matches[idx]
matchToken := tokenMatch.Find(match)
matchStr := string(tokenMatch.ReplaceAll(match, empty))
token := ColorToken(matchToken)
theColor := getColor(token)
if theColor == nil {
continue
}
if v.Color == nil {
v.Color = make(map[int]color.Color)
}
v.Color[tokenPosition] = theColor
tokenPosition += len(matchStr)
}
return withoutTokens
}
func (v *Label) getAlignOffset(textWidth int) int {
switch v.Alignment {
case HorizontalAlignLeft:
return 0
case HorizontalAlignCenter:
return -textWidth / 2
case HorizontalAlignRight:
return -textWidth
default:
v.Fatal("Invalid Alignment")
return 0
}
}
// Advance is a no-op
func (v *Label) Advance(elapsed float64) error {
return nil
}
func getColor(token ColorToken) color.Color {
// https://github.com/OpenDiablo2/OpenDiablo2/issues/823
colors := map[ColorToken]color.Color{
ColorTokenGrey: d2util.Color(ColorGrey100Alpha),
ColorTokenWhite: d2util.Color(ColorWhite100Alpha),
ColorTokenBlue: d2util.Color(ColorBlue100Alpha),
ColorTokenYellow: d2util.Color(ColorYellow100Alpha),
ColorTokenGreen: d2util.Color(ColorGreen100Alpha),
ColorTokenGold: d2util.Color(ColorGold100Alpha),
ColorTokenOrange: d2util.Color(ColorOrange100Alpha),
ColorTokenRed: d2util.Color(ColorRed100Alpha),
ColorTokenBlack: d2util.Color(ColorBlack100Alpha),
}
chosen := colors[token]
if chosen == nil {
return nil
}
return chosen
}