mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-07 18:57:18 -05:00
524132c122
* d2ui.Label: add support for color tokens in labels, multiple colors per label * unique items should use the item name as the map key
472 lines
14 KiB
Go
472 lines
14 KiB
Go
package d2gamescreen
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import (
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"fmt"
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"image/color"
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"math"
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"os"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2inventory"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
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)
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// CharacterSelect represents the character select screen
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type CharacterSelect struct {
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background *d2ui.Sprite
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newCharButton d2ui.Button
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convertCharButton d2ui.Button
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deleteCharButton d2ui.Button
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exitButton d2ui.Button
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okButton d2ui.Button
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deleteCharCancelButton d2ui.Button
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deleteCharOkButton d2ui.Button
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selectionBox *d2ui.Sprite
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okCancelBox *d2ui.Sprite
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d2HeroTitle d2ui.Label
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deleteCharConfirmLabel d2ui.Label
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charScrollbar d2ui.Scrollbar
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characterNameLabel [8]d2ui.Label
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characterStatsLabel [8]d2ui.Label
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characterExpLabel [8]d2ui.Label
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characterImage [8]*d2mapentity.Player
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gameStates []*d2player.PlayerState
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selectedCharacter int
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showDeleteConfirmation bool
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connectionType d2clientconnectiontype.ClientConnectionType
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connectionHost string
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inputManager d2interface.InputManager
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audioProvider d2interface.AudioProvider
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renderer d2interface.Renderer
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navigator Navigator
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}
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// CreateCharacterSelect creates the character select screen and returns a pointer to it
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func CreateCharacterSelect(
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navigator Navigator,
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renderer d2interface.Renderer,
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inputManager d2interface.InputManager,
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audioProvider d2interface.AudioProvider,
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connectionType d2clientconnectiontype.ClientConnectionType,
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connectionHost string,
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) *CharacterSelect {
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return &CharacterSelect{
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selectedCharacter: -1,
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renderer: renderer,
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connectionType: connectionType,
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connectionHost: connectionHost,
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inputManager: inputManager,
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audioProvider: audioProvider,
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navigator: navigator,
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}
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}
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const (
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tenPercent = 0.1 * iota
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twentyPercent
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thirtyPercent
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fourtyPercent
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fiftyPercent
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sixtyPercent
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seventyPercent
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eightyPercent
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ninetyPercent
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)
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const (
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rootLabelOffsetX = 115
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rootLabelOffsetY = 100
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labelHeight = 15
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)
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const (
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selectionBoxNumColumns = 2
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selectionBoxNumRows = 4
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selectionBoxWidth = 272
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selectionBoxHeight = 92
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selectionBoxOffsetX = 37
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selectionBoxOffsetY = 86
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selectionBoxImageOffsetX = 40
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selectionBoxImageOffsetY = 50
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)
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const (
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blackHalfOpacity = 0x0000007f
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lightBrown = 0xbca88cff
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lightGreen = 0x18ff00ff
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)
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const (
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screenWidth = 800
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screenHeight = 600
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)
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const (
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newCharBtnX, newCharBtnY = 33, 468
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convertCharBtnX, convertCharBtnY = 233, 468
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deleteCharBtnX, deleteCharBtnY = 433, 468
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deleteCancelX, deleteCancelY = 282, 308
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deleteOkX, deleteOkY = 422, 308
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exitBtnX, exitBtnY = 33, 537
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okBtnX, okBtnY = 625, 537
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)
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// OnLoad loads the resources for the Character Select screen
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func (v *CharacterSelect) OnLoad(loading d2screen.LoadingState) {
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v.audioProvider.PlayBGM(d2resource.BGMTitle)
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if err := v.inputManager.BindHandler(v); err != nil {
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fmt.Println("failed to add Character Select screen as event handler")
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}
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loading.Progress(tenPercent)
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animation, _ := d2asset.LoadAnimation(d2resource.CharacterSelectionBackground, d2resource.PaletteSky)
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bgX, bgY := 0, 0
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v.background, _ = d2ui.LoadSprite(animation)
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v.background.SetPosition(bgX, bgY)
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v.createButtons(loading)
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heroTitleX, heroTitleY := 320, 23
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v.d2HeroTitle = d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteUnits)
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v.d2HeroTitle.SetPosition(heroTitleX, heroTitleY)
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v.d2HeroTitle.Alignment = d2gui.HorizontalAlignCenter
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loading.Progress(thirtyPercent)
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v.deleteCharConfirmLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
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lines := "Are you sure that you want\nto delete this character?\nTake note: this will delete all\nversions of this Character."
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v.deleteCharConfirmLabel.SetText(lines)
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v.deleteCharConfirmLabel.Alignment = d2gui.HorizontalAlignCenter
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deleteConfirmX, deleteConfirmY := 400, 185
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v.deleteCharConfirmLabel.SetPosition(deleteConfirmX, deleteConfirmY)
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animation, _ = d2asset.LoadAnimation(d2resource.CharacterSelectionSelectBox, d2resource.PaletteSky)
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v.selectionBox, _ = d2ui.LoadSprite(animation)
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selBoxX, selBoxY := 37, 86
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v.selectionBox.SetPosition(selBoxX, selBoxY)
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animation, _ = d2asset.LoadAnimation(d2resource.PopUpOkCancel, d2resource.PaletteFechar)
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v.okCancelBox, _ = d2ui.LoadSprite(animation)
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okCancelX, okCancelY := 270, 175
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v.okCancelBox.SetPosition(okCancelX, okCancelY)
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scrollBarX, scrollBarY, scrollBarHeight := 586, 87, 369
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v.charScrollbar = d2ui.CreateScrollbar(scrollBarX, scrollBarY, scrollBarHeight)
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v.charScrollbar.OnActivated(func() { v.onScrollUpdate() })
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d2ui.AddWidget(&v.charScrollbar)
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loading.Progress(fiftyPercent)
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for i := 0; i < 8; i++ {
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offsetX, offsetY := rootLabelOffsetX, rootLabelOffsetY+((i/2)*95)
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if i&1 > 0 {
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offsetX = 385
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}
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v.characterNameLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
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v.characterNameLabel[i].SetPosition(offsetX, offsetY)
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v.characterNameLabel[i].Color[0] = rgbaColor(lightBrown)
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offsetY += labelHeight
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v.characterStatsLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
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v.characterStatsLabel[i].SetPosition(offsetX, offsetY)
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offsetY += labelHeight
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v.characterExpLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteStatic)
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v.characterExpLabel[i].SetPosition(offsetX, offsetY)
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v.characterExpLabel[i].Color[0] = rgbaColor(lightGreen)
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}
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v.refreshGameStates()
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}
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func rgbaColor(rgba uint32) color.RGBA {
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result := color.RGBA{}
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a, b, g, r := 0, 1, 2, 3
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byteWidth := 8
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byteMask := 0xff
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for idx := 0; idx < 4; idx++ {
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shift := idx * byteWidth
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component := uint8(rgba>>shift) & uint8(byteMask)
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switch idx {
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case a:
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result.A = component
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case b:
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result.B = component
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case g:
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result.G = component
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case r:
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result.R = component
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}
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}
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return result
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}
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func (v *CharacterSelect) createButtons(loading d2screen.LoadingState) {
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v.newCharButton = d2ui.CreateButton(
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v.renderer,
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d2ui.ButtonTypeTall,
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"CREATE NEW\nCHARACTER",
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)
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v.newCharButton.SetPosition(newCharBtnX, newCharBtnY)
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v.newCharButton.OnActivated(func() { v.onNewCharButtonClicked() })
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d2ui.AddWidget(&v.newCharButton)
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v.convertCharButton = d2ui.CreateButton(
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v.renderer,
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d2ui.ButtonTypeTall,
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"CONVERT TO\nEXPANSION",
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)
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v.convertCharButton.SetPosition(convertCharBtnX, convertCharBtnY)
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v.convertCharButton.SetEnabled(false)
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d2ui.AddWidget(&v.convertCharButton)
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v.deleteCharButton = d2ui.CreateButton(
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v.renderer,
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d2ui.ButtonTypeTall,
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"DELETE\nCHARACTER",
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)
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v.deleteCharButton.OnActivated(func() { v.onDeleteCharButtonClicked() })
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v.deleteCharButton.SetPosition(deleteCharBtnX, deleteCharBtnY)
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d2ui.AddWidget(&v.deleteCharButton)
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v.exitButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeMedium, "EXIT")
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v.exitButton.SetPosition(exitBtnX, exitBtnY)
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v.exitButton.OnActivated(func() { v.onExitButtonClicked() })
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d2ui.AddWidget(&v.exitButton)
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loading.Progress(twentyPercent)
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v.deleteCharCancelButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeOkCancel, "NO")
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v.deleteCharCancelButton.SetPosition(deleteCancelX, deleteCancelY)
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v.deleteCharCancelButton.SetVisible(false)
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v.deleteCharCancelButton.OnActivated(func() { v.onDeleteCharacterCancelClicked() })
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d2ui.AddWidget(&v.deleteCharCancelButton)
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v.deleteCharOkButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeOkCancel, "YES")
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v.deleteCharOkButton.SetPosition(deleteOkX, deleteOkY)
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v.deleteCharOkButton.SetVisible(false)
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v.deleteCharOkButton.OnActivated(func() { v.onDeleteCharacterConfirmClicked() })
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d2ui.AddWidget(&v.deleteCharOkButton)
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v.okButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeMedium, "OK")
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v.okButton.SetPosition(okBtnX, okBtnY)
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v.okButton.OnActivated(func() { v.onOkButtonClicked() })
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d2ui.AddWidget(&v.okButton)
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}
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func (v *CharacterSelect) onScrollUpdate() {
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v.moveSelectionBox()
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v.updateCharacterBoxes()
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}
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func (v *CharacterSelect) updateCharacterBoxes() {
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expText := "EXPANSION CHARACTER"
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for i := 0; i < 8; i++ {
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idx := i + (v.charScrollbar.GetCurrentOffset() * 2)
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if idx >= len(v.gameStates) {
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v.characterNameLabel[i].SetText("")
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v.characterStatsLabel[i].SetText("")
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v.characterExpLabel[i].SetText("")
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v.characterImage[i] = nil
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continue
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}
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heroName := v.gameStates[idx].HeroName
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heroInfo := "Level 1 " + v.gameStates[idx].HeroType.String()
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v.characterNameLabel[i].SetText(d2ui.ColorTokenize(heroName, d2ui.ColorTokenGold))
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v.characterStatsLabel[i].SetText(d2ui.ColorTokenize(heroInfo, d2ui.ColorTokenWhite))
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v.characterExpLabel[i].SetText(d2ui.ColorTokenize(expText, d2ui.ColorTokenGreen))
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heroType := v.gameStates[idx].HeroType
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equipment := d2inventory.HeroObjects[heroType]
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// TODO: Generate or load the object from the actual player data...
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v.characterImage[i] = d2mapentity.NewPlayer("", "", 0, 0, 0,
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v.gameStates[idx].HeroType,
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v.gameStates[idx].Stats,
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&equipment,
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)
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}
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}
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func (v *CharacterSelect) onNewCharButtonClicked() {
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v.navigator.ToSelectHero(v.connectionType, v.connectionHost)
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}
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func (v *CharacterSelect) onExitButtonClicked() {
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v.navigator.ToMainMenu()
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}
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// Render renders the Character Select screen
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func (v *CharacterSelect) Render(screen d2interface.Surface) error {
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if err := v.background.RenderSegmented(screen, 4, 3, 0); err != nil {
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return err
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}
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v.d2HeroTitle.Render(screen)
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actualSelectionIndex := v.selectedCharacter - (v.charScrollbar.GetCurrentOffset() * 2)
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if v.selectedCharacter > -1 && actualSelectionIndex >= 0 && actualSelectionIndex < 8 {
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if err := v.selectionBox.RenderSegmented(screen, 2, 1, 0); err != nil {
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return err
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}
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}
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for i := 0; i < 8; i++ {
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idx := i + (v.charScrollbar.GetCurrentOffset() * 2)
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if idx >= len(v.gameStates) {
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continue
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}
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v.characterNameLabel[i].Render(screen)
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v.characterStatsLabel[i].Render(screen)
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v.characterExpLabel[i].Render(screen)
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charImgX := v.characterNameLabel[i].X - selectionBoxImageOffsetX
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charImgY := v.characterNameLabel[i].Y + selectionBoxImageOffsetY
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screen.PushTranslation(charImgX, charImgY)
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v.characterImage[i].Render(screen)
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screen.Pop()
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}
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if v.showDeleteConfirmation {
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screen.DrawRect(screenWidth, screenHeight, rgbaColor(blackHalfOpacity))
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if err := v.okCancelBox.RenderSegmented(screen, 2, 1, 0); err != nil {
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return err
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}
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v.deleteCharConfirmLabel.Render(screen)
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}
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return nil
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}
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func (v *CharacterSelect) moveSelectionBox() {
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if v.selectedCharacter == -1 {
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v.d2HeroTitle.SetText("")
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return
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}
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bw := 272
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bh := 92
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selectedIndex := v.selectedCharacter - (v.charScrollbar.GetCurrentOffset() * 2)
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selBoxX := selectionBoxOffsetX + ((selectedIndex & 1) * bw)
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selBoxY := selectionBoxOffsetY + (bh * (selectedIndex / 2))
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v.selectionBox.SetPosition(selBoxX, selBoxY)
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v.d2HeroTitle.SetText(v.gameStates[v.selectedCharacter].HeroName)
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}
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// OnMouseButtonDown is called when a mouse button is clicked
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func (v *CharacterSelect) OnMouseButtonDown(event d2interface.MouseEvent) bool {
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if !v.showDeleteConfirmation {
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if event.Button() == d2enum.MouseButtonLeft {
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mx, my := event.X(), event.Y()
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bw := selectionBoxWidth
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bh := selectionBoxHeight
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localMouseX := mx - selectionBoxOffsetX
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localMouseY := my - selectionBoxOffsetY
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if localMouseX > 0 && localMouseX < bw*2 && localMouseY >= 0 && localMouseY < bh*4 {
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adjustY := localMouseY / bh
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selectedIndex := adjustY * selectionBoxNumColumns
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if localMouseX > bw {
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selectedIndex++
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}
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if (v.charScrollbar.GetCurrentOffset()*2)+selectedIndex < len(v.gameStates) {
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v.selectedCharacter = (v.charScrollbar.GetCurrentOffset() * 2) + selectedIndex
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v.moveSelectionBox()
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}
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}
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return true
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}
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}
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return false
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}
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// Advance runs the update logic on the Character Select screen
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func (v *CharacterSelect) Advance(tickTime float64) error {
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for _, hero := range v.characterImage {
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if hero != nil {
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hero.Advance(tickTime)
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}
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}
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return nil
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}
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func (v *CharacterSelect) onDeleteCharButtonClicked() {
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v.toggleDeleteCharacterDialog(true)
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}
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func (v *CharacterSelect) onDeleteCharacterConfirmClicked() {
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_ = os.Remove(v.gameStates[v.selectedCharacter].FilePath)
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v.charScrollbar.SetCurrentOffset(0)
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v.refreshGameStates()
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v.toggleDeleteCharacterDialog(false)
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v.deleteCharButton.SetEnabled(len(v.gameStates) > 0)
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v.okButton.SetEnabled(len(v.gameStates) > 0)
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}
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func (v *CharacterSelect) onDeleteCharacterCancelClicked() {
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v.toggleDeleteCharacterDialog(false)
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}
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func (v *CharacterSelect) toggleDeleteCharacterDialog(showDialog bool) {
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v.showDeleteConfirmation = showDialog
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v.okButton.SetEnabled(!showDialog)
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v.deleteCharButton.SetEnabled(!showDialog)
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v.exitButton.SetEnabled(!showDialog)
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v.newCharButton.SetEnabled(!showDialog)
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v.deleteCharOkButton.SetVisible(showDialog)
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v.deleteCharCancelButton.SetVisible(showDialog)
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}
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func (v *CharacterSelect) refreshGameStates() {
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v.gameStates = d2player.GetAllPlayerStates()
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v.updateCharacterBoxes()
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if len(v.gameStates) > 0 {
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v.selectedCharacter = 0
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numStates := selectionBoxNumColumns * selectionBoxNumRows
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byHalf := 2.0
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v.d2HeroTitle.SetText(v.gameStates[0].HeroName)
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v.charScrollbar.SetMaxOffset(int(math.Ceil(float64(len(v.gameStates)-numStates) / byHalf)))
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} else {
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v.selectedCharacter = -1
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v.charScrollbar.SetMaxOffset(0)
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}
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v.moveSelectionBox()
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}
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func (v *CharacterSelect) onOkButtonClicked() {
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v.navigator.ToCreateGame(v.gameStates[v.selectedCharacter].FilePath, v.connectionType, v.connectionHost)
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}
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