mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-02 09:17:19 -04:00
679 lines
17 KiB
Go
679 lines
17 KiB
Go
// Package d2app contains the OpenDiablo2 application shell
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package d2app
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import (
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"bytes"
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"container/ring"
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"encoding/json"
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"errors"
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"flag"
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"fmt"
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"image"
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"image/gif"
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"image/png"
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"os"
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"os/signal"
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"path/filepath"
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"runtime"
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"strconv"
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"strings"
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"sync"
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"syscall"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2loader/asset/types"
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"github.com/pkg/profile"
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"golang.org/x/image/colornames"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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ebiten2 "github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio/ebiten"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2config"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render/ebiten"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2term"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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"github.com/OpenDiablo2/OpenDiablo2/d2game/d2gamescreen"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
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"github.com/OpenDiablo2/OpenDiablo2/d2script"
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)
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// these are used for debug print info
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const (
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fpsX, fpsY = 5, 565
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memInfoX, memInfoY = 670, 5
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debugLineHeight = 16
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errMsgPadding = 20
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)
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// App represents the main application for the engine
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type App struct {
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lastTime float64
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lastScreenAdvance float64
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showFPS bool
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timeScale float64
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captureState captureState
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capturePath string
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captureFrames []*image.RGBA
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gitBranch string
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gitCommit string
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language string
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charset string
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asset *d2asset.AssetManager
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inputManager d2interface.InputManager
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terminal d2interface.Terminal
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scriptEngine *d2script.ScriptEngine
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audio d2interface.AudioProvider
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renderer d2interface.Renderer
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screen *d2screen.ScreenManager
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ui *d2ui.UIManager
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tAllocSamples *ring.Ring
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guiManager *d2gui.GuiManager
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config *d2config.Configuration
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*d2util.Logger
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errorMessage error
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*Options
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}
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// Options is used to store all of the app options that can be set with arguments
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type Options struct {
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Debug *bool
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profiler *string
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Server *d2networking.ServerOptions
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LogLevel *d2util.LogLevel
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}
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const (
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bytesToMegabyte = 1024 * 1024
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nSamplesTAlloc = 100
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debugPopN = 6
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)
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const (
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appLoggerPrefix = "App"
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)
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// Create creates a new instance of the application
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func Create(gitBranch, gitCommit string) *App {
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runtime.LockOSThread()
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logger := d2util.NewLogger()
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logger.SetPrefix(appLoggerPrefix)
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app := &App{
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Logger: logger,
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gitBranch: gitBranch,
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gitCommit: gitCommit,
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Options: &Options{
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Server: &d2networking.ServerOptions{},
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},
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}
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app.Infof("OpenDiablo2 - Open source Diablo 2 engine")
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app.parseArguments()
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app.SetLevel(*app.Options.LogLevel)
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app.asset, app.errorMessage = d2asset.NewAssetManager(*app.Options.LogLevel)
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return app
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}
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func updateNOOP() error {
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return nil
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}
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func (a *App) startDedicatedServer() error {
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min, max := d2networking.ServerMinPlayers, d2networking.ServerMaxPlayersDefault
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maxPlayers := d2math.ClampInt(*a.Options.Server.MaxPlayers, min, max)
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srvChanIn := make(chan int)
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srvChanLog := make(chan string)
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srvErr := d2networking.StartDedicatedServer(a.asset, srvChanIn, srvChanLog, *a.Options.LogLevel, maxPlayers)
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if srvErr != nil {
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return srvErr
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}
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c := make(chan os.Signal)
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signal.Notify(c, os.Interrupt, syscall.SIGTERM) // This traps Control-c to safely shut down the server
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go func() {
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<-c
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srvChanIn <- d2networking.ServerEventStop
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}()
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for {
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for data := range srvChanLog {
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a.Info(data)
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}
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}
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}
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func (a *App) loadEngine() error {
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// Create our renderer
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renderer, err := ebiten.CreateRenderer(a.config)
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if err != nil {
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return err
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}
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a.renderer = renderer
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if a.errorMessage != nil {
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return a.renderer.Run(a.updateInitError, updateNOOP, 800, 600, "OpenDiablo2")
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}
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audio := ebiten2.CreateAudio(*a.Options.LogLevel, a.asset)
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inputManager := d2input.NewInputManager()
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term, err := d2term.New(inputManager)
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if err != nil {
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return err
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}
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scriptEngine := d2script.CreateScriptEngine()
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uiManager := d2ui.NewUIManager(a.asset, renderer, inputManager, *a.Options.LogLevel, audio)
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a.inputManager = inputManager
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a.terminal = term
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a.scriptEngine = scriptEngine
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a.audio = audio
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a.ui = uiManager
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a.tAllocSamples = createZeroedRing(nSamplesTAlloc)
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return nil
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}
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func (a *App) parseArguments() {
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const (
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descProfile = "Profiles the program,\none of (cpu, mem, block, goroutine, trace, thread, mutex)"
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descPlayers = "Sets the number of max players for the dedicated server"
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descLogging = "Enables verbose logging. Log levels will include those below it.\n" +
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" 0 disables log messages\n" +
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" 1 shows fatal\n" +
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" 2 shows error\n" +
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" 3 shows warning\n" +
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" 4 shows info\n" +
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" 5 shows debug\n"
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)
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a.Options.profiler = flag.String("profile", "", descProfile)
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a.Options.Server.Dedicated = flag.Bool("dedicated", false, "Starts a dedicated server")
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a.Options.Server.MaxPlayers = flag.Int("players", 0, descPlayers)
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a.Options.LogLevel = flag.Int("l", d2util.LogLevelDefault, descLogging)
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showVersion := flag.Bool("v", false, "Show version")
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showHelp := flag.Bool("h", false, "Show help")
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flag.Usage = func() {
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fmt.Printf("usage: %s [<flags>]\n\nFlags:\n", os.Args[0])
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flag.PrintDefaults()
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}
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flag.Parse()
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if *a.Options.LogLevel >= d2util.LogLevelUnspecified {
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*a.Options.LogLevel = d2util.LogLevelDefault
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}
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if *showVersion {
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a.Infof("version: OpenDiablo2 (%s %s)", a.gitBranch, a.gitCommit)
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os.Exit(0)
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}
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if *showHelp {
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flag.Usage()
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os.Exit(0)
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}
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}
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// LoadConfig loads the OpenDiablo2 config file
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func (a *App) LoadConfig() (*d2config.Configuration, error) {
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// by now the, the loader has initialized and added our config dirs as sources...
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configBaseName := filepath.Base(d2config.DefaultConfigPath())
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configAsset, _ := a.asset.LoadAsset(configBaseName)
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config := &d2config.Configuration{}
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// create the default if not found
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if configAsset == nil {
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config = d2config.DefaultConfig()
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fullPath := filepath.Join(config.Dir(), config.Base())
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config.SetPath(fullPath)
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a.Infof("creating default configuration file at %s...", fullPath)
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saveErr := config.Save()
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return config, saveErr
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}
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if err := json.NewDecoder(configAsset).Decode(config); err != nil {
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return nil, err
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}
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a.Infof("loaded configuration file from %s", config.Path())
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return config, nil
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}
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// Run executes the application and kicks off the entire game process
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func (a *App) Run() (err error) {
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// add our possible config directories
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_ = a.asset.AddSource(filepath.Dir(d2config.LocalConfigPath()), types.AssetSourceFileSystem)
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_ = a.asset.AddSource(filepath.Dir(d2config.DefaultConfigPath()), types.AssetSourceFileSystem)
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if a.config, err = a.LoadConfig(); err != nil {
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return err
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}
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// start profiler if argument was supplied
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if len(*a.Options.profiler) > 0 {
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profiler := enableProfiler(*a.Options.profiler, a)
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if profiler != nil {
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defer profiler.Stop()
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}
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}
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// start the server if `--listen` option was supplied
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if *a.Options.Server.Dedicated {
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if err := a.startDedicatedServer(); err != nil {
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return err
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}
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}
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if err := a.loadEngine(); err != nil {
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a.renderer.ShowPanicScreen(err.Error())
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return err
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}
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windowTitle := fmt.Sprintf("OpenDiablo2 (%s)", a.gitBranch)
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// If we fail to initialize, we will show the error screen
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if err := a.initialize(); err != nil {
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if a.errorMessage == nil {
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a.errorMessage = err // if there was an error during init, don't clobber it
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}
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gameErr := a.renderer.Run(a.updateInitError, updateNOOP, 800, 600, windowTitle)
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if gameErr != nil {
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return gameErr
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}
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return err
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}
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a.ToMainMenu()
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if err := a.renderer.Run(a.update, a.advance, 800, 600, windowTitle); err != nil {
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return err
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}
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return nil
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}
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func (a *App) renderDebug(target d2interface.Surface) {
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if !a.showFPS {
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return
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}
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vsyncEnabled := a.renderer.GetVSyncEnabled()
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fps := a.renderer.CurrentFPS()
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cx, cy := a.renderer.GetCursorPos()
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target.PushTranslation(fpsX, fpsY)
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target.DrawTextf("vsync:" + strconv.FormatBool(vsyncEnabled) + "\nFPS:" + strconv.Itoa(int(fps)))
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target.Pop()
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var m runtime.MemStats
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runtime.ReadMemStats(&m)
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target.PushTranslation(memInfoX, memInfoY)
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target.DrawTextf("Alloc " + strconv.FormatInt(int64(m.Alloc)/bytesToMegabyte, 10))
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target.PushTranslation(0, debugLineHeight)
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target.DrawTextf("TAlloc/s " + strconv.FormatFloat(a.allocRate(m.TotalAlloc, fps), 'f', 2, 64))
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target.PushTranslation(0, debugLineHeight)
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target.DrawTextf("Pause " + strconv.FormatInt(int64(m.PauseTotalNs/bytesToMegabyte), 10))
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target.PushTranslation(0, debugLineHeight)
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target.DrawTextf("HeapSys " + strconv.FormatInt(int64(m.HeapSys/bytesToMegabyte), 10))
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target.PushTranslation(0, debugLineHeight)
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target.DrawTextf("NumGC " + strconv.FormatInt(int64(m.NumGC), 10))
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target.PushTranslation(0, debugLineHeight)
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target.DrawTextf("Coords " + strconv.FormatInt(int64(cx), 10) + "," + strconv.FormatInt(int64(cy), 10))
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target.PopN(debugPopN)
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}
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func (a *App) renderCapture(target d2interface.Surface) error {
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cleanupCapture := func() {
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a.captureState = captureStateNone
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a.capturePath = ""
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a.captureFrames = nil
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}
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switch a.captureState {
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case captureStateFrame:
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defer cleanupCapture()
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if err := a.doCaptureFrame(target); err != nil {
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return err
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}
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case captureStateGif:
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a.doCaptureGif(target)
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case captureStateNone:
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if len(a.captureFrames) > 0 {
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defer cleanupCapture()
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if err := a.convertFramesToGif(); err != nil {
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return err
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}
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}
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}
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return nil
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}
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func (a *App) render(target d2interface.Surface) {
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a.screen.Render(target)
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a.ui.Render(target)
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if err := a.guiManager.Render(target); err != nil {
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return
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}
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a.renderDebug(target)
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if err := a.renderCapture(target); err != nil {
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return
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}
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if err := a.terminal.Render(target); err != nil {
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return
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}
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}
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func (a *App) advance() error {
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current := d2util.Now()
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elapsedUnscaled := current - a.lastTime
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elapsed := elapsedUnscaled * a.timeScale
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a.lastTime = current
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elapsedLastScreenAdvance := (current - a.lastScreenAdvance) * a.timeScale
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a.lastScreenAdvance = current
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if err := a.screen.Advance(elapsedLastScreenAdvance); err != nil {
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return err
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}
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a.ui.Advance(elapsed)
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if err := a.inputManager.Advance(elapsed, current); err != nil {
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return err
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}
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if err := a.guiManager.Advance(elapsed); err != nil {
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return err
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}
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if err := a.terminal.Advance(elapsedUnscaled); err != nil {
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return err
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}
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return nil
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}
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func (a *App) update(target d2interface.Surface) error {
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a.render(target)
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if target.GetDepth() > 0 {
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return errors.New("detected surface stack leak")
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}
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return nil
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}
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func (a *App) allocRate(totalAlloc uint64, fps float64) float64 {
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a.tAllocSamples.Value = totalAlloc
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a.tAllocSamples = a.tAllocSamples.Next()
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deltaAllocPerFrame := float64(totalAlloc-a.tAllocSamples.Value.(uint64)) / nSamplesTAlloc
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return deltaAllocPerFrame * fps / bytesToMegabyte
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}
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func (a *App) doCaptureFrame(target d2interface.Surface) error {
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fp, err := os.Create(a.capturePath)
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if err != nil {
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a.terminal.Errorf("failed to create %q", a.capturePath)
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return err
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}
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screenshot := target.Screenshot()
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if err := png.Encode(fp, screenshot); err != nil {
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return err
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}
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if err := fp.Close(); err != nil {
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a.terminal.Errorf("failed to create %q", a.capturePath)
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return nil
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}
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a.terminal.Infof("saved frame to %s", a.capturePath)
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return nil
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}
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func (a *App) doCaptureGif(target d2interface.Surface) {
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screenshot := target.Screenshot()
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a.captureFrames = append(a.captureFrames, screenshot)
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}
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func (a *App) convertFramesToGif() error {
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fp, err := os.Create(a.capturePath)
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if err != nil {
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return err
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}
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defer func() {
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if err := fp.Close(); err != nil {
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a.Fatal(err.Error())
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}
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}()
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var (
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framesTotal = len(a.captureFrames)
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framesPal = make([]*image.Paletted, framesTotal)
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frameDelays = make([]int, framesTotal)
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framesPerCPU = framesTotal / runtime.NumCPU()
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)
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var waitGroup sync.WaitGroup
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for i := 0; i < framesTotal; i += framesPerCPU {
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waitGroup.Add(1)
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go func(start, end int) {
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defer waitGroup.Done()
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for j := start; j < end; j++ {
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var buffer bytes.Buffer
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if err := gif.Encode(&buffer, a.captureFrames[j], nil); err != nil {
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panic(err)
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}
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framePal, err := gif.Decode(&buffer)
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if err != nil {
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panic(err)
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}
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framesPal[j] = framePal.(*image.Paletted)
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frameDelays[j] = 5
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}
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}(i, d2math.MinInt(i+framesPerCPU, framesTotal))
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}
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waitGroup.Wait()
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if err := gif.EncodeAll(fp, &gif.GIF{Image: framesPal, Delay: frameDelays}); err != nil {
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return err
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}
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a.Infof("saved animation to %s", a.capturePath)
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return nil
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}
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func createZeroedRing(n int) *ring.Ring {
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r := ring.New(n)
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for i := 0; i < n; i++ {
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r.Value = uint64(0)
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r = r.Next()
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}
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return r
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}
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func enableProfiler(profileOption string, a *App) interface{ Stop() } {
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var options []func(*profile.Profile)
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switch strings.ToLower(strings.Trim(profileOption, " ")) {
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case "cpu":
|
|
a.Logger.Debug("CPU profiling is enabled.")
|
|
|
|
options = append(options, profile.CPUProfile)
|
|
case "mem":
|
|
a.Logger.Debug("Memory profiling is enabled.")
|
|
|
|
options = append(options, profile.MemProfile)
|
|
case "block":
|
|
a.Logger.Debug("Block profiling is enabled.")
|
|
|
|
options = append(options, profile.BlockProfile)
|
|
case "goroutine":
|
|
a.Logger.Debug("Goroutine profiling is enabled.")
|
|
|
|
options = append(options, profile.GoroutineProfile)
|
|
case "trace":
|
|
a.Logger.Debug("Trace profiling is enabled.")
|
|
|
|
options = append(options, profile.TraceProfile)
|
|
case "thread":
|
|
a.Logger.Debug("Thread creation profiling is enabled.")
|
|
|
|
options = append(options, profile.ThreadcreationProfile)
|
|
case "mutex":
|
|
a.Logger.Debug("Mutex profiling is enabled.")
|
|
|
|
options = append(options, profile.MutexProfile)
|
|
}
|
|
|
|
options = append(options, profile.ProfilePath("./pprof/"))
|
|
|
|
if len(options) > 1 {
|
|
return profile.Start(options...)
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
func (a *App) updateInitError(target d2interface.Surface) error {
|
|
target.Clear(colornames.Darkred)
|
|
target.PushTranslation(errMsgPadding, errMsgPadding)
|
|
target.DrawTextf(a.errorMessage.Error())
|
|
|
|
return nil
|
|
}
|
|
|
|
// ToMainMenu forces the game to transition to the Main Menu
|
|
func (a *App) ToMainMenu(errorMessageOptional ...string) {
|
|
buildInfo := d2gamescreen.BuildInfo{Branch: a.gitBranch, Commit: a.gitCommit}
|
|
|
|
mainMenu, err := d2gamescreen.CreateMainMenu(a, a.asset, a.renderer, a.inputManager, a.audio, a.ui, buildInfo,
|
|
*a.Options.LogLevel, errorMessageOptional...)
|
|
if err != nil {
|
|
a.Error(err.Error())
|
|
return
|
|
}
|
|
|
|
a.screen.SetNextScreen(mainMenu)
|
|
}
|
|
|
|
// ToSelectHero forces the game to transition to the Select Hero (create character) screen
|
|
func (a *App) ToSelectHero(connType d2clientconnectiontype.ClientConnectionType, host string) {
|
|
selectHero, err := d2gamescreen.CreateSelectHeroClass(a, a.asset, a.renderer, a.audio, a.ui, connType, *a.Options.LogLevel, host)
|
|
if err != nil {
|
|
a.Error(err.Error())
|
|
return
|
|
}
|
|
|
|
a.screen.SetNextScreen(selectHero)
|
|
}
|
|
|
|
// ToCreateGame forces the game to transition to the Create Game screen
|
|
func (a *App) ToCreateGame(filePath string, connType d2clientconnectiontype.ClientConnectionType, host string) {
|
|
gameClient, err := d2client.Create(connType, a.asset, *a.Options.LogLevel, a.scriptEngine)
|
|
if err != nil {
|
|
a.Error(err.Error())
|
|
}
|
|
|
|
if gameClient == nil {
|
|
a.Error("could not create client")
|
|
return
|
|
}
|
|
|
|
if err = gameClient.Open(host, filePath); err != nil {
|
|
errorMessage := fmt.Sprintf("can not connect to the host: %s", host)
|
|
a.Error(errorMessage)
|
|
a.ToMainMenu(errorMessage)
|
|
} else {
|
|
game, err := d2gamescreen.CreateGame(
|
|
a, a.asset, a.ui, a.renderer, a.inputManager, a.audio, gameClient, a.terminal, *a.Options.LogLevel, a.guiManager,
|
|
)
|
|
if err != nil {
|
|
a.Error(err.Error())
|
|
}
|
|
|
|
a.screen.SetNextScreen(game)
|
|
}
|
|
}
|
|
|
|
// ToCharacterSelect forces the game to transition to the Character Select (load character) screen
|
|
func (a *App) ToCharacterSelect(connType d2clientconnectiontype.ClientConnectionType, connHost string) {
|
|
characterSelect, err := d2gamescreen.CreateCharacterSelect(a, a.asset, a.renderer, a.inputManager,
|
|
a.audio, a.ui, connType, *a.Options.LogLevel, connHost)
|
|
if err != nil {
|
|
a.Errorf("unable to create character select screen: %s", err)
|
|
}
|
|
|
|
a.screen.SetNextScreen(characterSelect)
|
|
}
|
|
|
|
// ToMapEngineTest forces the game to transition to the map engine test screen
|
|
func (a *App) ToMapEngineTest(region, level int) {
|
|
met, err := d2gamescreen.CreateMapEngineTest(region, level, a.asset, a.terminal, a.renderer, a.inputManager, a.audio,
|
|
*a.Options.LogLevel, a.screen)
|
|
if err != nil {
|
|
a.Error(err.Error())
|
|
return
|
|
}
|
|
|
|
a.screen.SetNextScreen(met)
|
|
}
|
|
|
|
// ToCredits forces the game to transition to the credits screen
|
|
func (a *App) ToCredits() {
|
|
a.screen.SetNextScreen(d2gamescreen.CreateCredits(a, a.asset, a.renderer, *a.Options.LogLevel, a.ui))
|
|
}
|
|
|
|
// ToCinematics forces the game to transition to the cinematics menu
|
|
func (a *App) ToCinematics() {
|
|
a.screen.SetNextScreen(d2gamescreen.CreateCinematics(a, a.asset, a.renderer, a.audio, *a.Options.LogLevel, a.ui))
|
|
}
|