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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-10-01 15:46:17 -04:00
OpenDiablo2/d2game/d2player/inventory.go
lord 854fce3b14
remove d2asset singleton (#726)
* 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
2020-09-12 16:51:30 -04:00

319 lines
7.1 KiB
Go

package d2player
import (
"fmt"
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2item/diablo2item"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
// Inventory represents the inventory
type Inventory struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
frame *d2ui.Sprite
panel *d2ui.Sprite
grid *ItemGrid
hoverLabel *d2ui.Label
hoverX int
hoverY int
originX int
originY int
lastMouseX int
lastMouseY int
hovering bool
isOpen bool
}
// NewInventory creates an inventory instance and returns a pointer to it
func NewInventory(asset *d2asset.AssetManager, ui *d2ui.UIManager,
record *d2datadict.InventoryRecord) *Inventory {
hoverLabel := ui.NewLabel(d2resource.FontFormal11, d2resource.PaletteStatic)
hoverLabel.Alignment = d2gui.HorizontalAlignCenter
return &Inventory{
asset: asset,
uiManager: ui,
grid: NewItemGrid(asset, ui, record),
originX: record.Panel.Left,
hoverLabel: hoverLabel,
// originY: record.Panel.Top,
originY: 0, // expansion data has these all offset by +60 ...
}
}
// IsOpen returns true if the inventory is open
func (g *Inventory) IsOpen() bool {
return g.isOpen
}
// Toggle negates the open state of the inventory
func (g *Inventory) Toggle() {
g.isOpen = !g.isOpen
}
// Open opens the inventory
func (g *Inventory) Open() {
g.isOpen = true
}
// Close closes the inventory
func (g *Inventory) Close() {
g.isOpen = false
}
// Load loads the resources required by the inventory
func (g *Inventory) Load() {
animation, _ := g.asset.LoadAnimation(d2resource.Frame, d2resource.PaletteSky)
g.frame, _ = g.uiManager.NewSprite(animation)
animation, _ = g.asset.LoadAnimation(d2resource.InventoryCharacterPanel, d2resource.PaletteSky)
g.panel, _ = g.uiManager.NewSprite(animation)
items := []InventoryItem{
diablo2item.NewItem("kit", "Crimson", "of the Bat", "of Frost").Identify(),
diablo2item.NewItem("rin", "Steel", "of Shock").Identify(),
diablo2item.NewItem("jav").Identify(),
diablo2item.NewItem("buc").Identify(),
// diablo2item.NewItem("Arctic Furs", "qui"),
// TODO: Load the player's actual items
}
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotLeftArm, diablo2item.NewItem("wnd"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotRightArm, diablo2item.NewItem("buc"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotHead, diablo2item.NewItem("crn"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotTorso, diablo2item.NewItem("plt"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotLegs, diablo2item.NewItem("vbt"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotBelt, diablo2item.NewItem("vbl"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotGloves, diablo2item.NewItem("lgl"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotLeftHand, diablo2item.NewItem("rin"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotRightHand, diablo2item.NewItem("rin"))
g.grid.ChangeEquippedSlot(d2enum.EquippedSlotNeck, diablo2item.NewItem("amu"))
// TODO: Load the player's actual items
_, err := g.grid.Add(items...)
if err != nil {
fmt.Printf("could not add items to the inventory, err: %v\n", err)
}
}
// Render draws the inventory onto the given surface
func (g *Inventory) Render(target d2interface.Surface) error {
if !g.isOpen {
return nil
}
x, y := g.originX, g.originY
// Frame
// Top left
if err := g.frame.SetCurrentFrame(5); err != nil {
return err
}
w, h := g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x, y+h)
if err := g.frame.Render(target); err != nil {
return err
}
x += w
// Top right
if err := g.frame.SetCurrentFrame(6); err != nil {
return err
}
w, h = g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x, y+h)
if err := g.frame.Render(target); err != nil {
return err
}
x += w
y += h
// Right
if err := g.frame.SetCurrentFrame(7); err != nil {
return err
}
w, h = g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x-w, y+h)
if err := g.frame.Render(target); err != nil {
return err
}
y += h
// Bottom right
if err := g.frame.SetCurrentFrame(8); err != nil {
return err
}
w, h = g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x-w, y+h)
if err := g.frame.Render(target); err != nil {
return err
}
x -= w
// Bottom left
if err := g.frame.SetCurrentFrame(9); err != nil {
return err
}
w, h = g.frame.GetCurrentFrameSize()
g.frame.SetPosition(x-w, y+h)
if err := g.frame.Render(target); err != nil {
return err
}
x, y = g.originX+1, g.originY
y += 64
// Panel
// Top left
if err := g.panel.SetCurrentFrame(4); err != nil {
return err
}
w, h = g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x, y+h)
if err := g.panel.Render(target); err != nil {
return err
}
x += w
// Top right
if err := g.panel.SetCurrentFrame(5); err != nil {
return err
}
_, h = g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x, y+h)
if err := g.panel.Render(target); err != nil {
return err
}
y += h
// Bottom right
if err := g.panel.SetCurrentFrame(7); err != nil {
return err
}
_, h = g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x, y+h)
if err := g.panel.Render(target); err != nil {
return err
}
// Bottom left
if err := g.panel.SetCurrentFrame(6); err != nil {
return err
}
w, h = g.panel.GetCurrentFrameSize()
g.panel.SetPosition(x-w, y+h)
if err := g.panel.Render(target); err != nil {
return err
}
g.grid.Render(target)
hovering := false
for idx := range g.grid.items {
item := g.grid.items[idx]
ix, iy := g.grid.SlotToScreen(item.InventoryGridSlot())
iw, ih := g.grid.sprites[item.GetItemCode()].GetCurrentFrameSize()
mx, my := g.lastMouseX, g.lastMouseY
hovering = hovering || ((mx > ix) && (mx < ix+iw) && (my > iy) && (my < iy+ih))
if hovering {
if !g.hovering {
// set the initial hover coordinates
// this is so that moving mouse doesnt move the description
g.hoverX, g.hoverY = mx, my
}
g.renderItemDescription(target, item)
break
}
}
g.hovering = hovering
return nil
}
func (g *Inventory) renderItemDescription(target d2interface.Surface, i InventoryItem) {
lines := i.GetItemDescription()
maxW, maxH := 0, 0
_, iy := g.grid.SlotToScreen(i.InventoryGridSlot())
for idx := range lines {
w, h := g.hoverLabel.GetTextMetrics(lines[idx])
if maxW < w {
maxW = w
}
maxH += h
}
halfW, halfH := maxW/2, maxH/2
centerX, centerY := g.hoverX, iy-halfH
if (centerX + halfW) > 800 {
centerX = 800 - halfW
}
if (centerY + halfH) > 600 {
centerY = 600 - halfH
}
target.PushTranslation(centerX, centerY)
target.PushTranslation(-halfW, -halfH)
target.DrawRect(maxW, maxH, color.RGBA{0, 0, 0, uint8(200)})
target.PushTranslation(halfW, 0)
for idx := range lines {
g.hoverLabel.SetText(lines[idx])
_, h := g.hoverLabel.GetTextMetrics(lines[idx])
g.hoverLabel.Render(target)
target.PushTranslation(0, h)
}
target.PopN(len(lines))
target.PopN(3)
}