mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-03 15:17:04 -05:00
48a193579f
* First improvements Signed-off-by: William Claude <w.claude@thebeat.co> * Make the menu more generic Signed-off-by: William Claude <w.claude@thebeat.co> * Handle mouse events Signed-off-by: William Claude <w.claude@thebeat.co> * Remove debug statement Signed-off-by: William Claude <w.claude@thebeat.co> * Handle left clicks better Signed-off-by: William Claude <w.claude@thebeat.co> * Remove unused file Signed-off-by: William Claude <w.claude@thebeat.co> * Handle titles in screens Signed-off-by: William Claude <w.claude@thebeat.co> * Improve the menu using layouts Signed-off-by: William Claude <w.claude@thebeat.co> * Add support for onOff labels Signed-off-by: William Claude <w.claude@thebeat.co> * Mutualise title creation Signed-off-by: William Claude <w.claude@thebeat.co> * Add gutter and mutualise things Signed-off-by: William Claude <w.claude@thebeat.co> * Improve menu, mutualise a lot of things and support animated sprites Signed-off-by: William Claude <w.claude@thebeat.co> * Use a cfg struct instead of independent handlers Signed-off-by: William Claude <w.claude@thebeat.co> * Fix hardcoded value Signed-off-by: William Claude <w.claude@thebeat.co> * Clean things a bit Signed-off-by: William Claude <w.claude@thebeat.co> * Remove unused property Signed-off-by: William Claude <w.claude@thebeat.co> * First support for hoverable elements Signed-off-by: William Claude <w.claude@thebeat.co> * Add support for label selection feedback Signed-off-by: William Claude <w.claude@thebeat.co> * Add support options Signed-off-by: William Claude <w.claude@thebeat.co> * Update print statement Signed-off-by: William Claude <w.claude@thebeat.co> * Update rendering and clean code Signed-off-by: William Claude <w.claude@thebeat.co> * Remove debug things Signed-off-by: William Claude <w.claude@thebeat.co> * Handle hovering Signed-off-by: William Claude <w.claude@thebeat.co> * Support enter key for labels Signed-off-by: William Claude <w.claude@thebeat.co> * Attach methods to layout Signed-off-by: William Claude <w.claude@thebeat.co> * Move things under EscapeMenu Signed-off-by: William Claude <w.claude@thebeat.co> * Some renaming Signed-off-by: William Claude <w.claude@thebeat.co> * Clean Signed-off-by: William Claude <w.claude@thebeat.co> * Set hovered element ID when using the mouse Signed-off-by: William Claude <w.claude@thebeat.co> * Clean Signed-off-by: William Claude <w.claude@thebeat.co> * Delete unused file Signed-off-by: William Claude <w.claude@thebeat.co> * Wire save & exit with a nasty hack Signed-off-by: William Claude <w.claude@thebeat.co> * Remove unused file Signed-off-by: William Claude <w.claude@thebeat.co> * Remove dead code Signed-off-by: William Claude <w.claude@thebeat.co> * Reorder the code a bit Signed-off-by: William Claude <w.claude@thebeat.co> * Rename hoverableElement into actionableElement Signed-off-by: William Claude <w.claude@thebeat.co> * Prevent regenerating the label if the text didn't change Signed-off-by: William Claude <w.claude@thebeat.co>
87 lines
1.8 KiB
Go
87 lines
1.8 KiB
Go
package d2gui
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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)
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type AnimationDirection int
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const (
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DirectionForward AnimationDirection = 0
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DirectionBackward = 1
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)
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type Sprite struct {
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widgetBase
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segmentsX int
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segmentsY int
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frameOffset int
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animation *d2asset.Animation
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}
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type AnimatedSprite struct {
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*Sprite
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}
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func createSprite(imagePath, palettePath string) (*Sprite, error) {
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animation, err := d2asset.LoadAnimation(imagePath, palettePath)
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if err != nil {
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return nil, err
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}
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sprite := &Sprite{}
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sprite.animation = animation
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sprite.SetVisible(true)
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return sprite, nil
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}
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func createAnimatedSprite(imagePath, palettePath string, direction AnimationDirection) (*AnimatedSprite, error) {
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animation, err := d2asset.LoadAnimation(imagePath, palettePath)
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if err != nil {
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return nil, err
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}
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sprite := &AnimatedSprite{
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&Sprite{},
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}
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sprite.animation = animation
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if direction == DirectionForward {
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sprite.animation.PlayForward()
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} else {
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sprite.animation.PlayBackward()
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}
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sprite.animation.SetBlend(false)
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sprite.SetVisible(true)
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return sprite, nil
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}
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func (s *AnimatedSprite) render(target d2render.Surface) error {
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_, frameHeight := s.animation.GetCurrentFrameSize()
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target.PushTranslation(s.x, s.y-frameHeight)
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defer target.Pop()
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return s.animation.Render(target)
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}
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func (s *Sprite) SetSegmented(segmentsX, segmentsY, frameOffset int) {
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s.segmentsX = segmentsX
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s.segmentsY = segmentsY
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s.frameOffset = frameOffset
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}
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func (s *Sprite) render(target d2render.Surface) error {
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return renderSegmented(s.animation, s.segmentsX, s.segmentsY, s.frameOffset, target)
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}
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func (s *Sprite) advance(elapsed float64) error {
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return s.animation.Advance(elapsed)
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}
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func (s *Sprite) getSize() (int, int) {
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return s.animation.GetCurrentFrameSize()
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}
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