mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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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
108 lines
2.3 KiB
Go
108 lines
2.3 KiB
Go
package d2player
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
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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/d2ui"
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)
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type miniPanel struct {
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asset *d2asset.AssetManager
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container *d2ui.Sprite
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button *d2ui.Sprite
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isOpen bool
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isSinglePlayer bool
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rectangle d2geom.Rectangle
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}
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func newMiniPanel(asset *d2asset.AssetManager, uiManager *d2ui.UIManager, isSinglePlayer bool) *miniPanel {
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miniPanelContainerPath := d2resource.Minipanel
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if isSinglePlayer {
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miniPanelContainerPath = d2resource.MinipanelSmall
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}
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animation, _ := asset.LoadAnimation(miniPanelContainerPath, d2resource.PaletteSky)
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containerSprite, _ := uiManager.NewSprite(animation)
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animation, _ = asset.LoadAnimation(d2resource.MinipanelButton, d2resource.PaletteSky)
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buttonSprite, _ := uiManager.NewSprite(animation)
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rectangle := d2geom.Rectangle{Left: 325, Top: 526, Width: 156, Height: 26}
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if !isSinglePlayer {
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rectangle.Width = 182
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}
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return &miniPanel{
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asset: asset,
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container: containerSprite,
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button: buttonSprite,
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isOpen: true,
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isSinglePlayer: isSinglePlayer,
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rectangle: rectangle,
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}
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}
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func (m *miniPanel) IsOpen() bool {
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return m.isOpen
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}
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func (m *miniPanel) Toggle() {
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m.isOpen = !m.isOpen
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}
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func (m *miniPanel) Open() {
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m.isOpen = true
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}
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func (m *miniPanel) Close() {
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m.isOpen = false
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}
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func (m *miniPanel) Render(target d2interface.Surface) error {
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if !m.isOpen {
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return nil
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}
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if err := m.container.SetCurrentFrame(0); err != nil {
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return err
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}
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width, height := target.GetSize()
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m.container.SetPosition((width/2)-75, height-48)
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if err := m.container.Render(target); err != nil {
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return err
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}
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buttonWidth, _ := m.button.GetCurrentFrameSize()
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buttonWidth++
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for i, j := 0, 0; j < 16; i++ {
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if m.isSinglePlayer && j == 6 { // skip Party Screen button if the game is single player
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j += 2
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}
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if err := m.button.SetCurrentFrame(j); err != nil {
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return err
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}
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m.button.SetPosition((width/2)-72+(buttonWidth*i), height-51)
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if err := m.button.Render(target); err != nil {
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return err
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}
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j += 2
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}
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return nil
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}
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func (m *miniPanel) isInRect(x, y int) bool {
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return m.rectangle.IsInRect(x, y)
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}
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