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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-03 01:37:18 -04:00
OpenDiablo2/d2game/d2player/skill_row.go
presiyan-ivanov 7661b81576
Initial left & right skill select panel implementation. HeroSkill serialization cleanup. (#783)
- Clicking the active left/right skill now opens a skill select panel.
Only the available skills for the hero, which are valid for the panel type are shown.
Clicking on a skill from the skill select panel makes it the new active skill for the hero.

- Hovering a skill in the skill select panel shows the skill name +
skill description.

- New command which learns all skills for a specific
class(not persisted to a save file yet) - e.g. `learnskills ama` will learn
skills for the Amazon class.

- Initialize HeroSkill.shallowHeroSkill struct in the hero state factory, so we can use it
when we serialize the HeroSkill to packets/game save files.

- The parsed Skill.ListRow is now a number instead  of string.

Co-authored-by: Presiyan Ivanov <presiyan-ivanov@users.noreply.github.com>
2020-10-22 16:53:18 -04:00

36 lines
1.1 KiB
Go

package d2player
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
)
// SkillListRow represents a row of skills that is shown when the skill select menu is rendered.
type SkillListRow struct {
Rectangle d2geom.Rectangle
Skills []*d2hero.HeroSkill
cachedImage d2interface.Surface
}
// AddSkill appends to the skills of the row.
func (s *SkillListRow) AddSkill(skill *d2hero.HeroSkill) {
s.Skills = append(s.Skills, skill)
}
// GetWidth returns the width based on the size of the skills.
func (s *SkillListRow) GetWidth() int {
return skillIconWidth * len(s.Skills)
}
// GetRectangle returns the rectangle of the list.
func (s *SkillListRow) GetRectangle() d2geom.Rectangle {
return s.Rectangle
}
// IsInRect returns true when the list has any skills and coordinates are in the rectangle of the list.
func (s *SkillListRow) IsInRect(X int, Y int) bool {
// if there are no skills, row won't be rendered and it shouldn't be considered visible
return len(s.Skills) > 0 && s.Rectangle.IsInRect(X, Y)
}