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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-19 10:56:07 -05:00
OpenDiablo2/d2game/d2gamescreen/credits.go
lord 7e3aff557b
Decouple asset manager from renderer (#730)
* improve AssetManager implementation

Notable changes are:
 * removed the individual managers inside of d2asset, only one asset manager
 * AssetManager now has caches for the types of files it loads
 * created a type for TextDictionary (the txt file structs)
 * fixed a file path bug in d2loader Source
 * fixed a asset stream bug in d2loader Asset
 * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
 * updated the mpq file in d2asset test data, added test case for "sub-directory"
 * added a Data method to d2asset.Asset. The data is cached on first full read.
 * renamed ArchiveDataStream to DataStream in d2interface
 * moved palette utility func out of d2asset and into d2util
 * bugfix for MacOS mpq loader issue

* lint fixes, added data caching to filesystem asset

* adding comment for mpq asset close

* Decouple d2asset from d2render

Notable changes in d2common:
 * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
 * un-exported dcc.decodeDirection, it is only used in d2dcc
 * removed font interface from d2interface, we only have one font implementation
 * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
 * added `BindRenderer` method to animation interface

Notable changes in d2common/d2asset:
 * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
 * exported Animation
 * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
 * font, dcc, dc6 initialization logic moved out of asset_manager.go
 * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
 * the d2asset.Font struct now stores font table data for initialization purposes

Notable changes in d2core/d2render:
 * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time

**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
 * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments

Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
2020-09-14 17:31:45 -04:00

289 lines
6.6 KiB
Go

package d2gamescreen
import (
"bufio"
"fmt"
"log"
"os"
"path"
"strings"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const (
creditsX, creditsY = 0, 0
charSelExitBtnX, charSelExitBtnY = 33, 543
)
const secondsPerCycle float64 = 0.02
type labelItem struct {
Label *d2ui.Label
IsHeading bool
Available bool
}
// Credits represents the credits screen
type Credits struct {
creditsBackground *d2ui.Sprite
exitButton *d2ui.Button
creditsText []string
labels []*labelItem
cycleTime float64
cyclesTillNextLine int
doneWithCredits bool
asset *d2asset.AssetManager
renderer d2interface.Renderer
navigator Navigator
uiManager *d2ui.UIManager
}
// CreateCredits creates an instance of the credits screen
func CreateCredits(navigator Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer,
ui *d2ui.UIManager) *Credits {
result := &Credits{
asset: asset,
labels: make([]*labelItem, 0),
cycleTime: 0,
doneWithCredits: false,
cyclesTillNextLine: 0,
renderer: renderer,
navigator: navigator,
uiManager: ui,
}
return result
}
// LoadContributors loads the contributors data from file
// TODO: use markdown for file and convert it to the suitable format
func (v *Credits) LoadContributors() []string {
file, err := os.Open(path.Join("./", "CONTRIBUTORS"))
if err != nil || file == nil {
log.Print("CONTRIBUTORS file is missing")
return []string{"MISSING CONTRIBUTOR FILES!"}
}
defer func() {
if err = file.Close(); err != nil {
fmt.Printf("an error occurred while closing file: %s, err: %q\n", file.Name(), err)
}
}()
scanner := bufio.NewScanner(file)
var contributors []string
for scanner.Scan() {
contributors = append(contributors, strings.Trim(scanner.Text(), " "))
}
return contributors
}
// OnLoad is called to load the resources for the credits screen
func (v *Credits) OnLoad(loading d2screen.LoadingState) {
v.creditsBackground, _ = v.uiManager.NewSprite(d2resource.CreditsBackground, d2resource.PaletteSky)
v.creditsBackground.SetPosition(creditsX, creditsY)
loading.Progress(twentyPercent)
v.exitButton = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "EXIT")
v.exitButton.SetPosition(charSelExitBtnX, charSelExitBtnY)
v.exitButton.OnActivated(func() { v.onExitButtonClicked() })
loading.Progress(fourtyPercent)
fileData, err := v.asset.LoadFile(d2resource.CreditsText)
if err != nil {
loading.Error(err)
return
}
loading.Progress(sixtyPercent)
creditData, _ := d2util.Utf16BytesToString(fileData[2:])
v.creditsText = strings.Split(creditData, "\r\n")
for i := range v.creditsText {
v.creditsText[i] = strings.Trim(v.creditsText[i], " ")
}
loading.Progress(eightyPercent)
v.creditsText = append(v.LoadContributors(), v.creditsText...)
}
// Render renders the credits screen
func (v *Credits) Render(screen d2interface.Surface) error {
err := v.creditsBackground.RenderSegmented(screen, 4, 3, 0)
if err != nil {
return err
}
for _, label := range v.labels {
if label.Available {
continue
}
label.Label.Render(screen)
}
return nil
}
// Advance runs the update logic on the credits screen
func (v *Credits) Advance(tickTime float64) error {
v.cycleTime += tickTime
for v.cycleTime >= secondsPerCycle {
v.cycleTime -= secondsPerCycle
v.cyclesTillNextLine--
if !v.doneWithCredits && v.cyclesTillNextLine <= 0 {
v.addNextItem()
}
for _, label := range v.labels {
if label.Available {
continue
}
if label.Label.Y-1 < -15 {
label.Available = true
continue
}
label.Label.Y--
}
}
return nil
}
func (v *Credits) onExitButtonClicked() {
v.navigator.ToMainMenu()
}
func (v *Credits) addNextItem() {
if len(v.creditsText) == 0 {
v.doneWithCredits = true
return
}
text := v.creditsText[0]
v.creditsText = v.creditsText[1:]
if text == "" {
if v.creditsText[0][0] == '*' {
v.cyclesTillNextLine = 38
return
}
v.cyclesTillNextLine = 19
return
}
isHeading := text[0] == '*'
isNextHeading := len(v.creditsText) > 0 && len(v.creditsText[0]) > 0 && v.creditsText[0][0] == '*'
isNextSpace := len(v.creditsText) > 0 && v.creditsText[0] == ""
var label = v.getNewFontLabel(isHeading)
if isHeading {
label.SetText(text[1:])
} else {
label.SetText(text)
}
isDoubled, isNextHeading := v.setItemLabelPosition(label, isHeading, isNextHeading, isNextSpace)
switch {
case isHeading && isNextHeading:
v.cyclesTillNextLine = 38
case isNextHeading:
if isDoubled {
v.cyclesTillNextLine = 38
} else {
v.cyclesTillNextLine = 57
}
case isHeading:
v.cyclesTillNextLine = 38
default:
v.cyclesTillNextLine = 19
}
}
const (
itemLabelY = 605
itemLabelX = 400
itemLabel2offsetX = 10
halfItemLabel2offsetX = itemLabel2offsetX / 2
)
func (v *Credits) setItemLabelPosition(label *d2ui.Label, isHeading, isNextHeading, isNextSpace bool) (isDoubled, nextHeading bool) {
width, _ := label.GetSize()
half := 2
halfWidth := width / half
if !isHeading && !isNextHeading && !isNextSpace {
isDoubled = true
// Gotta go side by side
label.SetPosition(itemLabelX-width, itemLabelY)
text2 := v.creditsText[0]
v.creditsText = v.creditsText[1:]
nextHeading = len(v.creditsText) > 0 && len(v.creditsText[0]) > 0 && v.creditsText[0][0] == '*'
label2 := v.getNewFontLabel(isHeading)
label2.SetText(text2)
label2.SetPosition(itemLabelX+itemLabel2offsetX, itemLabelY)
return isDoubled, nextHeading
}
label.SetPosition(itemLabelX+halfItemLabel2offsetX-halfWidth, itemLabelY)
return isDoubled, isNextHeading
}
const (
lightRed = 0xff5852ff
beige = 0xc6b296ff
)
func (v *Credits) getNewFontLabel(isHeading bool) *d2ui.Label {
for _, label := range v.labels {
if label.Available {
label.Available = false
if isHeading {
label.Label.Color[0] = rgbaColor(lightRed)
} else {
label.Label.Color[0] = rgbaColor(beige)
}
return label.Label
}
}
newLabelItem := &labelItem{
Available: false,
IsHeading: isHeading,
Label: v.uiManager.NewLabel(d2resource.FontFormal10, d2resource.PaletteSky),
}
if isHeading {
newLabelItem.Label.Color[0] = rgbaColor(lightRed)
} else {
newLabelItem.Label.Color[0] = rgbaColor(beige)
}
v.labels = append(v.labels, newLabelItem)
return newLabelItem.Label
}