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