mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
854fce3b14
* export d2asset singleton * add *d2asset.AssetManager to d2app - d2app now has a reference to an asset manager which it will use for loading - added asset loader methods to the asset manager - functions in d2asset are now wrappers for asset manager methods * add asset manager reference to audio provider - d2app asset manager reference is now passed to audio provider - asset manager is created in main.go for now to pass into audio provider - CreateSoundEffect is now a method, no longer exported, uses the asset manager reference * d2app passes asset manager refence to map engine test * in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile * blizzard intro and credits screen - d2app passes reference to the asset manager to these screens * asset manager for d2map - adding MapStampFactory, takes an asset manager reference - embedded MapStampFactory into the MapEngine - LoadStamp is now a method of the MapStampFactory * d2asset: removed LoadFileStream, LoadFile, and FileExists * d2gui changes - singleton now has an asset manager reference - calls to d2asset loader functions removed - createButton is now a method of LayoutManager - moved LayoutEntry to its own file * map entity factory - Map engine has an embedded map entity factory - Map stamp factory gets a reference to the map engine's entity factory - Stamps are given a reference to the map engine entity factory when created - Character select gets a map entity factory - Embedded the stamp factory into the MapEngine * asset manager for d2ui - d2ui is passed an asset manager reference when created - all calls to d2asset loader functions in d2ui now refer to the asset manager - d2gamescreen gets a ui manager when created - help overlay is now passed a ui manager when created * d2gamescreen + d2player: asset manager references added an asset manager reference to - inventory panel + inventory grid - mini panel - game controls - help overlay - character select - main menu - select hero class - hero stats panel * Removed d2asset.LoadAnimation all references to this function have been replaced with calls to the asset manager method * adding asset to help overlay, bugfix for 4d59c91 * Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect all references to these have been replaced with calls to the asset manager methods * MapRenderer now gets an asset manager reference * removed d2asset.LoadPalette all references have been replaced with calls to an asset manager instance * merged d2object with d2mapentity d2object was only being used to create objects in the map, so the provider function is now a method of the map entity factory. calls to d2asset have been removed. * removed d2asset.LoadComposite all calls are now made to the asset manager method * removed d2asset singleton all singleton references have been removed, a single instance of the asset manager is passed around the entire app * rename Initialize to NewAssetManager
179 lines
3.6 KiB
Go
179 lines
3.6 KiB
Go
package d2gui
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import (
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"image/color"
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"math"
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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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)
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type manager struct {
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asset *d2asset.AssetManager
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layout *Layout
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cursorAnim d2interface.Animation
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cursorX int
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cursorY int
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loadingAnim d2interface.Animation
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cursorVisible bool
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loading bool
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}
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func createGuiManager(asset *d2asset.AssetManager, inputManager d2interface.InputManager) (*manager, error) {
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cursorAnim, err := asset.LoadAnimation(d2resource.CursorDefault, d2resource.PaletteUnits)
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if err != nil {
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return nil, err
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}
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loadingAnim, err := asset.LoadAnimation(d2resource.LoadingScreen, d2resource.PaletteLoading)
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if err != nil {
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return nil, err
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}
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manager := &manager{
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asset: asset,
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cursorAnim: cursorAnim,
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loadingAnim: loadingAnim,
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cursorVisible: true,
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}
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manager.clear()
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if err := inputManager.BindHandler(manager); err != nil {
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return nil, err
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}
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return manager, nil
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}
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func (m *manager) SetLayout(layout *Layout) {
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m.layout = layout
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if m.layout != nil {
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m.layout.AdjustEntryPlacement()
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}
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}
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func (m *manager) OnMouseButtonDown(event d2interface.MouseEvent) bool {
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if m.layout == nil {
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return false
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}
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return m.layout.onMouseButtonDown(event)
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}
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func (m *manager) OnMouseButtonUp(event d2interface.MouseEvent) bool {
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if m.layout == nil {
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return false
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}
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return m.layout.onMouseButtonUp(event)
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}
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func (m *manager) OnMouseMove(event d2interface.MouseMoveEvent) bool {
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m.cursorX = event.X()
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m.cursorY = event.Y()
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if m.layout == nil {
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return false
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}
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return m.layout.onMouseMove(event)
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}
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func (m *manager) render(target d2interface.Surface) error {
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if m.loading {
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if err := m.renderLoadScreen(target); err != nil {
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return err
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}
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} else if m.layout != nil {
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m.layout.SetSize(target.GetSize())
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if err := m.layout.render(target); err != nil {
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return err
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}
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}
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if m.cursorVisible {
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if err := m.renderCursor(target); err != nil {
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return err
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}
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}
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return nil
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}
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func (m *manager) renderLoadScreen(target d2interface.Surface) error {
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if clearErr := target.Clear(color.Black); clearErr != nil {
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return clearErr
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}
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pushCount := 0
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screenWidth, screenHeight := target.GetSize()
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animWidth, animHeight := m.loadingAnim.GetCurrentFrameSize()
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target.PushTranslation(screenWidth/2-animWidth/2, screenHeight/2+animHeight/2)
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pushCount++
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target.PushTranslation(0, -animHeight)
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pushCount++
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defer target.PopN(pushCount)
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return m.loadingAnim.Render(target)
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}
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func (m *manager) renderCursor(target d2interface.Surface) error {
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_, height := m.cursorAnim.GetCurrentFrameSize()
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pushCount := 0
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target.PushTranslation(m.cursorX, m.cursorY)
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pushCount++
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target.PushTranslation(0, -height)
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pushCount++
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defer target.PopN(pushCount)
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return m.cursorAnim.Render(target)
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}
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func (m *manager) advance(elapsed float64) error {
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if !m.loading && m.layout != nil {
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if err := m.layout.advance(elapsed); err != nil {
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return err
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}
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}
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return nil
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}
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func (m *manager) showLoadScreen(progress float64) {
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progress = math.Min(progress, 1.0)
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progress = math.Max(progress, 0.0)
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animation := m.loadingAnim
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frameCount := animation.GetFrameCount()
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_ = animation.SetCurrentFrame(int(float64(frameCount-1) * progress))
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m.loading = true
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}
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func (m *manager) hideLoadScreen() {
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m.loading = false
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}
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func (m *manager) showCursor() {
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m.cursorVisible = true
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}
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func (m *manager) hideCursor() {
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m.cursorVisible = false
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}
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func (m *manager) clear() {
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m.SetLayout(nil)
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m.hideLoadScreen()
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}
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