mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-10-01 15:46:17 -04:00
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
290 lines
6.6 KiB
Go
290 lines
6.6 KiB
Go
package d2gamescreen
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import (
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"bufio"
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"fmt"
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"log"
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"os"
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"path"
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"strings"
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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/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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const (
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creditsX, creditsY = 0, 0
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charSelExitBtnX, charSelExitBtnY = 33, 543
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)
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const secondsPerCycle float64 = 0.02
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type labelItem struct {
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Label *d2ui.Label
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IsHeading bool
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Available bool
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}
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// Credits represents the credits screen
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type Credits struct {
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creditsBackground *d2ui.Sprite
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exitButton *d2ui.Button
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creditsText []string
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labels []*labelItem
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cycleTime float64
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cyclesTillNextLine int
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doneWithCredits bool
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asset *d2asset.AssetManager
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renderer d2interface.Renderer
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navigator Navigator
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uiManager *d2ui.UIManager
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}
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// CreateCredits creates an instance of the credits screen
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func CreateCredits(navigator Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer,
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ui *d2ui.UIManager) *Credits {
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result := &Credits{
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asset: asset,
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labels: make([]*labelItem, 0),
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cycleTime: 0,
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doneWithCredits: false,
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cyclesTillNextLine: 0,
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renderer: renderer,
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navigator: navigator,
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uiManager: ui,
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}
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return result
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}
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// LoadContributors loads the contributors data from file
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// TODO: use markdown for file and convert it to the suitable format
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func (v *Credits) LoadContributors() []string {
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file, err := os.Open(path.Join("./", "CONTRIBUTORS"))
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if err != nil || file == nil {
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log.Print("CONTRIBUTORS file is missing")
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return []string{"MISSING CONTRIBUTOR FILES!"}
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}
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defer func() {
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if err = file.Close(); err != nil {
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fmt.Printf("an error occurred while closing file: %s, err: %q\n", file.Name(), err)
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}
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}()
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scanner := bufio.NewScanner(file)
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var contributors []string
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for scanner.Scan() {
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contributors = append(contributors, strings.Trim(scanner.Text(), " "))
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}
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return contributors
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}
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// OnLoad is called to load the resources for the credits screen
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func (v *Credits) OnLoad(loading d2screen.LoadingState) {
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animation, _ := v.asset.LoadAnimation(d2resource.CreditsBackground, d2resource.PaletteSky)
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v.creditsBackground, _ = v.uiManager.NewSprite(animation)
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v.creditsBackground.SetPosition(creditsX, creditsY)
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loading.Progress(twentyPercent)
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v.exitButton = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "EXIT")
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v.exitButton.SetPosition(charSelExitBtnX, charSelExitBtnY)
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v.exitButton.OnActivated(func() { v.onExitButtonClicked() })
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loading.Progress(fourtyPercent)
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fileData, err := v.asset.LoadFile(d2resource.CreditsText)
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if err != nil {
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loading.Error(err)
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return
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}
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loading.Progress(sixtyPercent)
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creditData, _ := d2util.Utf16BytesToString(fileData[2:])
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v.creditsText = strings.Split(creditData, "\r\n")
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for i := range v.creditsText {
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v.creditsText[i] = strings.Trim(v.creditsText[i], " ")
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}
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loading.Progress(eightyPercent)
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v.creditsText = append(v.LoadContributors(), v.creditsText...)
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}
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// Render renders the credits screen
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func (v *Credits) Render(screen d2interface.Surface) error {
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err := v.creditsBackground.RenderSegmented(screen, 4, 3, 0)
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if err != nil {
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return err
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}
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for _, label := range v.labels {
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if label.Available {
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continue
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}
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label.Label.Render(screen)
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}
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return nil
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}
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// Advance runs the update logic on the credits screen
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func (v *Credits) Advance(tickTime float64) error {
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v.cycleTime += tickTime
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for v.cycleTime >= secondsPerCycle {
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v.cycleTime -= secondsPerCycle
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v.cyclesTillNextLine--
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if !v.doneWithCredits && v.cyclesTillNextLine <= 0 {
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v.addNextItem()
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}
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for _, label := range v.labels {
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if label.Available {
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continue
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}
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if label.Label.Y-1 < -15 {
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label.Available = true
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continue
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}
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label.Label.Y--
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}
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}
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return nil
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}
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func (v *Credits) onExitButtonClicked() {
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v.navigator.ToMainMenu()
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}
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func (v *Credits) addNextItem() {
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if len(v.creditsText) == 0 {
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v.doneWithCredits = true
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return
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}
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text := v.creditsText[0]
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v.creditsText = v.creditsText[1:]
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if text == "" {
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if v.creditsText[0][0] == '*' {
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v.cyclesTillNextLine = 38
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return
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}
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v.cyclesTillNextLine = 19
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return
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}
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isHeading := text[0] == '*'
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isNextHeading := len(v.creditsText) > 0 && len(v.creditsText[0]) > 0 && v.creditsText[0][0] == '*'
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isNextSpace := len(v.creditsText) > 0 && v.creditsText[0] == ""
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var label = v.getNewFontLabel(isHeading)
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if isHeading {
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label.SetText(text[1:])
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} else {
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label.SetText(text)
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}
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isDoubled, isNextHeading := v.setItemLabelPosition(label, isHeading, isNextHeading, isNextSpace)
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switch {
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case isHeading && isNextHeading:
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v.cyclesTillNextLine = 38
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case isNextHeading:
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if isDoubled {
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v.cyclesTillNextLine = 38
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} else {
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v.cyclesTillNextLine = 57
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}
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case isHeading:
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v.cyclesTillNextLine = 38
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default:
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v.cyclesTillNextLine = 19
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}
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}
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const (
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itemLabelY = 605
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itemLabelX = 400
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itemLabel2offsetX = 10
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halfItemLabel2offsetX = itemLabel2offsetX / 2
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)
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func (v *Credits) setItemLabelPosition(label *d2ui.Label, isHeading, isNextHeading, isNextSpace bool) (isDoubled, nextHeading bool) {
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width, _ := label.GetSize()
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half := 2
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halfWidth := width / half
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if !isHeading && !isNextHeading && !isNextSpace {
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isDoubled = true
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// Gotta go side by side
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label.SetPosition(itemLabelX-width, itemLabelY)
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text2 := v.creditsText[0]
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v.creditsText = v.creditsText[1:]
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nextHeading = len(v.creditsText) > 0 && len(v.creditsText[0]) > 0 && v.creditsText[0][0] == '*'
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label2 := v.getNewFontLabel(isHeading)
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label2.SetText(text2)
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label2.SetPosition(itemLabelX+itemLabel2offsetX, itemLabelY)
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return isDoubled, nextHeading
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}
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label.SetPosition(itemLabelX+halfItemLabel2offsetX-halfWidth, itemLabelY)
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return isDoubled, isNextHeading
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}
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const (
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lightRed = 0xff5852ff
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beige = 0xc6b296ff
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)
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func (v *Credits) getNewFontLabel(isHeading bool) *d2ui.Label {
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for _, label := range v.labels {
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if label.Available {
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label.Available = false
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if isHeading {
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label.Label.Color[0] = rgbaColor(lightRed)
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} else {
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label.Label.Color[0] = rgbaColor(beige)
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}
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return label.Label
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}
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}
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newLabelItem := &labelItem{
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Available: false,
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IsHeading: isHeading,
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Label: v.uiManager.NewLabel(d2resource.FontFormal10, d2resource.PaletteSky),
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}
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if isHeading {
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newLabelItem.Label.Color[0] = rgbaColor(lightRed)
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} else {
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newLabelItem.Label.Color[0] = rgbaColor(beige)
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}
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v.labels = append(v.labels, newLabelItem)
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return newLabelItem.Label
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}
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