mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
516 lines
13 KiB
Go
516 lines
13 KiB
Go
package d2player
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import (
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"fmt"
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"log"
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"time"
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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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)
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// TODO: fix pentagram
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type (
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layoutID int
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optionID int
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)
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const (
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// UI
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labelGutter = 10
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sidePanelsSize = 80
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pentSize = 54
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menuSize = 500
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spacerWidth = 10
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// layouts
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noLayoutID layoutID = iota - 2
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saveLayoutID
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mainLayoutID
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optionsLayoutID
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soundOptionsLayoutID
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videoOptionsLayoutID
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automapOptionsLayoutID
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configureControlsLayoutID
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// audio
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optAudioSoundVolume optionID = iota
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optAudioMusicVolume
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optAudio3dSound
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optAudioHardwareAcceleration
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optAudioEnvEffects
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optAudioNpcSpeech
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// video
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optVideoResolution
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optVideoLightingQuality
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optVideoBlendedShadows
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optVideoPerspective
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optVideoGamma
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optVideoContrast
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// automap
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optAutomapSize
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optAutomapFade
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optAutomapCenterWhenCleared
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optAutomapShowParty
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optAutomapShowNames
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)
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// EscapeMenu represents the in-game menu that shows up when the esc key is pressed
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type EscapeMenu struct {
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isOpen bool
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selectSound d2interface.SoundEffect
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currentLayout layoutID
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// leftPent and rightPent are generated once and shared between the layouts
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leftPent *d2gui.AnimatedSprite
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rightPent *d2gui.AnimatedSprite
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layouts []*layout
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renderer d2interface.Renderer
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audioProvider d2interface.AudioProvider
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navigator d2interface.Navigator
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guiManager *d2gui.GuiManager
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assetManager *d2asset.AssetManager
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}
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type layout struct {
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*d2gui.Layout
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leftPent *d2gui.AnimatedSprite
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rightPent *d2gui.AnimatedSprite
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currentEl int
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rendered bool
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actionableElements []actionableElement
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}
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func (l *layout) Trigger() {
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// noop
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}
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type showLayoutLabel struct {
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*d2gui.Label
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target layoutID
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showLayout func(id layoutID)
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}
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func (l *showLayoutLabel) Trigger() {
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l.showLayout(l.target)
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}
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type enumLabel struct {
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*d2gui.Layout
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textChangingLabel *d2gui.Label
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optionID optionID
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values []string
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current int
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playSound func()
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updateValue func(optID optionID, value string)
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}
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func (l *enumLabel) Trigger() {
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l.playSound()
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next := (l.current + 1) % len(l.values)
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l.current = next
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currentValue := l.values[l.current]
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if err := l.textChangingLabel.SetText(currentValue); err != nil {
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fmt.Printf("could not change the label text to: %s\n", currentValue)
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}
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l.updateValue(l.optionID, currentValue)
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}
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type actionableElement interface {
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GetOffset() (int, int)
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Trigger()
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}
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// NewEscapeMenu creates a new escape menu
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func NewEscapeMenu(navigator d2interface.Navigator,
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renderer d2interface.Renderer,
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audioProvider d2interface.AudioProvider,
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guiManager *d2gui.GuiManager,
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assetManager *d2asset.AssetManager,
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) *EscapeMenu {
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m := &EscapeMenu{
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audioProvider: audioProvider,
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renderer: renderer,
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navigator: navigator,
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guiManager: guiManager,
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assetManager: assetManager,
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}
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m.layouts = []*layout{
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mainLayoutID: m.newMainLayout(),
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optionsLayoutID: m.newOptionsLayout(),
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soundOptionsLayoutID: m.newSoundOptionsLayout(),
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videoOptionsLayoutID: m.newVideoOptionsLayout(),
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automapOptionsLayoutID: m.newAutomapOptionsLayout(),
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configureControlsLayoutID: m.newConfigureControlsLayout(),
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}
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return m
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}
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func (m *EscapeMenu) newMainLayout() *layout {
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return m.wrapLayout(func(l *layout) {
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m.addBigSelectionLabel(l, "OPTIONS", optionsLayoutID)
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m.addBigSelectionLabel(l, "SAVE AND EXIT GAME", saveLayoutID)
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m.addBigSelectionLabel(l, "RETURN TO GAME", noLayoutID)
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})
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}
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func (m *EscapeMenu) newOptionsLayout() *layout {
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return m.wrapLayout(func(l *layout) {
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m.addBigSelectionLabel(l, "SOUND OPTIONS", soundOptionsLayoutID)
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m.addBigSelectionLabel(l, "VIDEO OPTIONS", videoOptionsLayoutID)
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m.addBigSelectionLabel(l, "AUTOMAP OPTIONS", automapOptionsLayoutID)
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m.addBigSelectionLabel(l, "CONFIGURE CONTROLS", configureControlsLayoutID)
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m.addBigSelectionLabel(l, "PREVIOUS MENU", mainLayoutID)
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})
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}
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func (m *EscapeMenu) newSoundOptionsLayout() *layout {
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return m.wrapLayout(func(l *layout) {
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m.addTitle(l, "SOUND OPTIONS")
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m.addEnumLabel(l, optAudioSoundVolume, "SOUND VOLUME", []string{"TODO"})
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m.addEnumLabel(l, optAudioMusicVolume, "MUSIC VOLUME", []string{"TODO"})
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m.addEnumLabel(l, optAudio3dSound, "3D BIAS", []string{"TODO"})
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m.addEnumLabel(l, optAudioHardwareAcceleration, "HARDWARE ACCELERATION", []string{"ON", "OFF"})
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m.addEnumLabel(l, optAudioEnvEffects, "ENVIRONMENTAL EFFECTS", []string{"ON", "OFF"})
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m.addEnumLabel(l, optAudioNpcSpeech, "NPC SPEECH", []string{"AUDIO AND TEXT", "AUDIO ONLY", "TEXT ONLY"})
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m.addPreviousMenuLabel(l)
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})
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}
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func (m *EscapeMenu) newVideoOptionsLayout() *layout {
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return m.wrapLayout(func(l *layout) {
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m.addTitle(l, "VIDEO OPTIONS")
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m.addEnumLabel(l, optVideoResolution, "VIDEO RESOLUTION", []string{"800X600", "1024X768"})
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m.addEnumLabel(l, optVideoLightingQuality, "LIGHTING QUALITY", []string{"LOW", "HIGH"})
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m.addEnumLabel(l, optVideoBlendedShadows, "BLENDED SHADOWS", []string{"ON", "OFF"})
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m.addEnumLabel(l, optVideoPerspective, "PERSPECTIVE", []string{"ON", "OFF"})
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m.addEnumLabel(l, optVideoGamma, "GAMMA", []string{"TODO"})
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m.addEnumLabel(l, optVideoContrast, "CONTRAST", []string{"TODO"})
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m.addPreviousMenuLabel(l)
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})
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}
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func (m *EscapeMenu) newAutomapOptionsLayout() *layout {
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return m.wrapLayout(func(l *layout) {
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m.addTitle(l, "AUTOMAP OPTIONS")
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m.addEnumLabel(l, optAutomapSize, "AUTOMAP SIZE", []string{"FULL SCREEN"})
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m.addEnumLabel(l, optAutomapFade, "FADE", []string{"YES", "NO"})
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m.addEnumLabel(l, optAutomapCenterWhenCleared, "CENTER WHEN CLEARED", []string{"YES", "NO"})
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m.addEnumLabel(l, optAutomapShowParty, "SHOW PARTY", []string{"YES", "NO"})
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m.addEnumLabel(l, optAutomapShowNames, "SHOW NAMES", []string{"YES", "NO"})
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m.addPreviousMenuLabel(l)
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})
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}
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func (m *EscapeMenu) newConfigureControlsLayout() *layout {
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return m.wrapLayout(func(l *layout) {
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m.addTitle(l, "CONFIGURE CONTROLS")
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m.addPreviousMenuLabel(l)
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})
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}
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func (m *EscapeMenu) wrapLayout(fn func(*layout)) *layout {
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wrapper := d2gui.CreateLayout(m.renderer, d2gui.PositionTypeHorizontal, m.assetManager)
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wrapper.SetVerticalAlign(d2gui.VerticalAlignMiddle)
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wrapper.AddSpacerDynamic()
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center := wrapper.AddLayout(d2gui.PositionTypeHorizontal)
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center.SetSize(menuSize, 0)
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left := center.AddLayout(d2gui.PositionTypeVertical)
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left.SetSize(sidePanelsSize, pentSize)
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leftPent, err := left.AddAnimatedSprite(d2resource.PentSpin, d2resource.PaletteUnits, d2gui.DirectionBackward)
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if err != nil {
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log.Print(err)
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return nil
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}
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m.leftPent = leftPent
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// wrap the base layout so we can pass values around more easily
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base := &layout{}
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baseLayout := center.AddLayout(d2gui.PositionTypeVertical)
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baseLayout.SetHorizontalAlign(d2gui.HorizontalAlignCenter)
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base.Layout = baseLayout
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fn(base)
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right := center.AddLayout(d2gui.PositionTypeHorizontal)
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// For some reason, aligning the panel to the right won't align the pentagram, so we need to add a static spacer.
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right.AddSpacerStatic(sidePanelsSize-pentSize, 0)
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right.SetSize(sidePanelsSize, pentSize)
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rightPent, err := right.AddAnimatedSprite(d2resource.PentSpin, d2resource.PaletteUnits, d2gui.DirectionForward)
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if err != nil {
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log.Print(err)
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return nil
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}
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m.rightPent = rightPent
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wrapper.AddSpacerDynamic()
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return &layout{
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Layout: wrapper,
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leftPent: leftPent,
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rightPent: rightPent,
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actionableElements: base.actionableElements,
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}
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}
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func (m *EscapeMenu) addTitle(l *layout, text string) {
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_, err := l.AddLabel(text, d2gui.FontStyle42Units)
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if err != nil {
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fmt.Printf("could not add label: %s to the escape menu\n", text)
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}
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l.AddSpacerStatic(spacerWidth, labelGutter)
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}
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func (m *EscapeMenu) addBigSelectionLabel(l *layout, text string, targetLayout layoutID) {
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guiLabel, err := l.AddLabel(text, d2gui.FontStyle42Units)
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if err != nil {
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log.Print(err)
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}
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label := &showLayoutLabel{Label: guiLabel, target: targetLayout, showLayout: m.showLayout}
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label.SetMouseClickHandler(func(_ d2interface.MouseEvent) {
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label.Trigger()
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})
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elID := len(l.actionableElements)
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label.SetMouseEnterHandler(func(_ d2interface.MouseMoveEvent) {
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m.onHoverElement(elID)
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})
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l.AddSpacerStatic(spacerWidth, labelGutter)
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l.actionableElements = append(l.actionableElements, label)
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}
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func (m *EscapeMenu) addPreviousMenuLabel(l *layout) {
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l.AddSpacerStatic(spacerWidth, labelGutter)
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guiLabel, err := l.AddLabel("PREVIOUS MENU", d2gui.FontStyle30Units)
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if err != nil {
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log.Print(err)
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}
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label := &showLayoutLabel{Label: guiLabel, target: optionsLayoutID, showLayout: m.showLayout}
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label.SetMouseClickHandler(func(_ d2interface.MouseEvent) {
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label.Trigger()
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})
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elID := len(l.actionableElements)
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label.SetMouseEnterHandler(func(_ d2interface.MouseMoveEvent) {
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m.onHoverElement(elID)
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})
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l.actionableElements = append(l.actionableElements, label)
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}
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func (m *EscapeMenu) addEnumLabel(l *layout, optID optionID, text string, values []string) {
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guiLayout := l.AddLayout(d2gui.PositionTypeHorizontal)
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layout := &layout{Layout: guiLayout}
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layout.SetSize(menuSize, 0)
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_, err := layout.AddLabel(text, d2gui.FontStyle30Units)
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if err != nil {
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fmt.Printf("could not add label: %s to the escape menu\n", text)
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}
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elID := len(l.actionableElements)
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layout.SetMouseEnterHandler(func(_ d2interface.MouseMoveEvent) {
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m.onHoverElement(elID)
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})
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layout.AddSpacerDynamic()
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guiLabel, err := layout.AddLabel(values[0], d2gui.FontStyle30Units)
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if err != nil {
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log.Print(err)
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}
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label := &enumLabel{
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Layout: guiLayout,
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textChangingLabel: guiLabel,
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optionID: optID,
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values: values,
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current: 0,
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playSound: m.playSound,
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updateValue: m.onUpdateValue,
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}
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layout.SetMouseClickHandler(func(_ d2interface.MouseEvent) {
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label.Trigger()
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})
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l.AddSpacerStatic(spacerWidth, labelGutter)
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l.actionableElements = append(l.actionableElements, label)
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}
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// OnLoad loads the necessary files for the escape menu
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func (m *EscapeMenu) OnLoad() {
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var err error
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m.selectSound, err = m.audioProvider.LoadSound(d2resource.SFXCursorSelect, false, false)
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if err != nil {
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log.Print(err)
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}
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}
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// OnEscKey is called when the escape key is pressed
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func (m *EscapeMenu) OnEscKey() {
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// note: original D2 returns straight to the game from however deep in the menu we are
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switch m.currentLayout {
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case optionsLayoutID:
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m.setLayout(mainLayoutID)
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return
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case soundOptionsLayoutID,
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videoOptionsLayoutID,
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automapOptionsLayoutID,
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configureControlsLayoutID:
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m.setLayout(optionsLayoutID)
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return
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}
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m.close()
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}
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func (m *EscapeMenu) close() {
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m.isOpen = false
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m.guiManager.SetLayout(nil)
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}
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func (m *EscapeMenu) open() {
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m.isOpen = true
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m.setLayout(mainLayoutID)
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}
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func (m *EscapeMenu) playSound() {
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m.selectSound.Play()
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}
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func (m *EscapeMenu) showLayout(id layoutID) {
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m.playSound()
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if id == noLayoutID {
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m.close()
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return
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}
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if id == saveLayoutID {
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m.navigator.ToMainMenu()
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return
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}
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m.setLayout(id)
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}
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func (m *EscapeMenu) onHoverElement(id int) {
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_, y := m.layouts[m.currentLayout].actionableElements[id].GetOffset()
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m.layouts[m.currentLayout].currentEl = id
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x, _ := m.leftPent.GetPosition()
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m.leftPent.SetPosition(x, y+spacerWidth)
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x, _ = m.rightPent.GetPosition()
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m.rightPent.SetPosition(x, y+spacerWidth)
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}
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func (m *EscapeMenu) onUpdateValue(optID optionID, value string) {
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fmt.Printf("updating value %d with %s\n", optID, value)
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}
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func (m *EscapeMenu) setLayout(id layoutID) {
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m.leftPent = m.layouts[id].leftPent
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m.rightPent = m.layouts[id].rightPent
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m.currentLayout = id
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m.layouts[id].currentEl = len(m.layouts[id].actionableElements) - 1 // default to Previous Menu
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m.guiManager.SetLayout(m.layouts[id].Layout)
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// when first rendering a layout, widgets don't have offsets so we hide pentagrams for a frame
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if !m.layouts[id].rendered {
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m.layouts[id].rendered = true
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m.leftPent.SetVisible(false)
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m.rightPent.SetVisible(false)
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go func() {
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time.Sleep(16 * time.Millisecond)
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m.onHoverElement(m.layouts[id].currentEl)
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m.leftPent.SetVisible(true)
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m.rightPent.SetVisible(true)
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}()
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} else {
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m.onHoverElement(m.layouts[id].currentEl)
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}
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}
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func (m *EscapeMenu) onUpKey() {
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if !m.isOpen {
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return
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}
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if m.layouts[m.currentLayout].currentEl == 0 {
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return
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}
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m.layouts[m.currentLayout].currentEl--
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m.onHoverElement(m.layouts[m.currentLayout].currentEl)
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}
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func (m *EscapeMenu) onDownKey() {
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if !m.isOpen {
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return
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}
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if m.layouts[m.currentLayout].currentEl == len(m.layouts[m.currentLayout].actionableElements)-1 {
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return
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}
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m.layouts[m.currentLayout].currentEl++
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m.onHoverElement(m.layouts[m.currentLayout].currentEl)
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}
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func (m *EscapeMenu) onEnterKey() {
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if !m.isOpen {
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return
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}
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m.layouts[m.currentLayout].actionableElements[m.layouts[m.currentLayout].currentEl].Trigger()
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}
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// IsOpen returns whether the escape menu is open (visible) or not
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func (m *EscapeMenu) IsOpen() bool {
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return m.isOpen
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}
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// OnKeyDown defines the actions of the Escape Menu when a key is pressed
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func (m *EscapeMenu) OnKeyDown(event d2interface.KeyEvent) bool {
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switch event.Key() {
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case d2enum.KeyUp:
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m.onUpKey()
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case d2enum.KeyDown:
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m.onDownKey()
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case d2enum.KeyEnter:
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m.onEnterKey()
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default:
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return false
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}
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return true
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}
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