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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-19 02:46:35 -05:00
OpenDiablo2/d2game/d2player/inventory_grid.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

268 lines
6.5 KiB
Go

package d2player
import (
"errors"
"fmt"
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
// images for 1x1 grid tile items (rings and stuff) are 28x28 pixel
// however, the grid cells are 29x29 pixels, this is for padding
// for each row in inventory, we need to account for this padding
const cellPadding = 1
type InventoryItem interface {
InventoryGridSize() (width int, height int)
GetItemCode() string
InventoryGridSlot() (x, y int)
SetInventoryGridSlot(x, y int)
GetItemDescription() []string
}
var errorInventoryFull = errors.New("inventory full")
// ItemGrid is a reusable grid for use with player and merchant inventory.
// Handles layout and rendering item icons based on code.
type ItemGrid struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
items []InventoryItem
equipmentSlots map[d2enum.EquippedSlot]EquipmentSlot
width int
height int
originX int
originY int
sprites map[string]*d2ui.Sprite
slotSize int
}
func NewItemGrid(asset *d2asset.AssetManager, ui *d2ui.UIManager,
record *d2datadict.InventoryRecord) *ItemGrid {
grid := record.Grid
return &ItemGrid{
asset: asset,
uiManager: ui,
width: grid.Box.Width,
height: grid.Box.Height,
originX: grid.Box.Left,
originY: grid.Box.Top + (grid.Rows * cellPadding),
slotSize: grid.CellWidth,
sprites: make(map[string]*d2ui.Sprite),
equipmentSlots: genEquipmentSlotsMap(record),
}
}
func (g *ItemGrid) SlotToScreen(slotX, slotY int) (screenX, screenY int) {
screenX = g.originX + slotX*g.slotSize
screenY = g.originY + slotY*g.slotSize
return screenX, screenY
}
func (g *ItemGrid) ScreenToSlot(screenX, screenY int) (slotX, slotY int) {
slotX = (screenX - g.originX) / g.slotSize
slotY = (screenY - g.originY) / g.slotSize
return slotX, slotY
}
func (g *ItemGrid) GetSlot(x, y int) InventoryItem {
for _, item := range g.items {
slotX, slotY := item.InventoryGridSlot()
width, height := item.InventoryGridSize()
if x >= slotX && x < slotX+width && y >= slotY && y < slotY+height {
return item
}
}
return nil
}
func (g *ItemGrid) ChangeEquippedSlot(slot d2enum.EquippedSlot, item InventoryItem) {
var curItem = g.equipmentSlots[slot]
curItem.item = item
g.equipmentSlots[slot] = curItem
}
// Add places a given set of items into the first available slots.
// Returns a count of the number of items which could be inserted.
func (g *ItemGrid) Add(items ...InventoryItem) (int, error) {
added := 0
var err error
for _, item := range items {
if g.add(item) {
added++
} else {
err = errorInventoryFull
break
}
}
g.Load(items...)
return added, err
}
func (g *ItemGrid) loadItem(item InventoryItem) {
if _, exists := g.sprites[item.GetItemCode()]; !exists {
var itemSprite *d2ui.Sprite
// TODO: Put the pattern into D2Shared
animation, err := g.asset.LoadAnimation(
fmt.Sprintf("/data/global/items/inv%s.dc6", item.GetItemCode()),
d2resource.PaletteSky,
)
if err != nil {
log.Printf("failed to load sprite for item (%s): %v", item.GetItemCode(), err)
return
}
itemSprite, err = g.uiManager.NewSprite(animation)
if err != nil {
log.Printf("Failed to load sprite, error: " + err.Error())
}
g.sprites[item.GetItemCode()] = itemSprite
}
}
// Load reads the inventory sprites for items into local cache for rendering.
func (g *ItemGrid) Load(items ...InventoryItem) {
for _, item := range items {
g.loadItem(item)
}
for _, eq := range g.equipmentSlots {
if eq.item != nil {
g.loadItem(eq.item)
}
}
}
// Walk from top left to bottom right until a position large enough to hold the item is found.
// This is inefficient but simplifies the storage. At most a hundred or so cells will be looped, so impact is minimal.
func (g *ItemGrid) add(item InventoryItem) bool {
for y := 0; y < g.height; y++ {
for x := 0; x < g.width; x++ {
if !g.canFit(x, y, item) {
continue
}
g.set(x, y, item)
return true
}
}
return false
}
// canFit loops over all items to determine if any other items would overlap the given position.
func (g *ItemGrid) canFit(x, y int, item InventoryItem) bool {
insertWidth, insertHeight := item.InventoryGridSize()
if x+insertWidth > g.width || y+insertHeight > g.height {
return false
}
for _, compItem := range g.items {
slotX, slotY := compItem.InventoryGridSlot()
compWidth, compHeight := compItem.InventoryGridSize()
if x+insertWidth >= slotX &&
x < slotX+compWidth &&
y+insertHeight >= slotY &&
y < slotY+compHeight {
return false
}
}
return true
}
func (g *ItemGrid) Set(x, y int, item InventoryItem) error {
if !g.canFit(x, y, item) {
return fmt.Errorf("can not set item (%s) to position (%v, %v)", item.GetItemCode(), x, y)
}
g.set(x, y, item)
return nil
}
func (g *ItemGrid) set(x, y int, item InventoryItem) {
item.SetInventoryGridSlot(x, y)
g.items = append(g.items, item)
g.Load(item)
}
// Remove does an in place filter to remove the element from the slice of items.
func (g *ItemGrid) Remove(item InventoryItem) {
n := 0
for _, compItem := range g.items {
if compItem == item {
continue
}
g.items[n] = compItem
n++
}
g.items = g.items[:n]
}
func (g *ItemGrid) renderItem(item InventoryItem, target d2interface.Surface, x, y int) {
itemSprite := g.sprites[item.GetItemCode()]
if itemSprite != nil {
itemSprite.SetPosition(x, y)
itemSprite.GetCurrentFrameSize()
_ = itemSprite.Render(target)
}
}
func (g *ItemGrid) Render(target d2interface.Surface) {
g.renderInventoryItems(target)
g.renderEquippedItems(target)
}
func (g *ItemGrid) renderInventoryItems(target d2interface.Surface) {
for _, item := range g.items {
itemSprite := g.sprites[item.GetItemCode()]
slotX, slotY := g.SlotToScreen(item.InventoryGridSlot())
_, h := itemSprite.GetCurrentFrameSize()
slotY += h
g.renderItem(item, target, slotX, slotY)
}
}
func (g *ItemGrid) renderEquippedItems(target d2interface.Surface) {
for _, eq := range g.equipmentSlots {
if eq.item == nil {
continue
}
itemSprite := g.sprites[eq.item.GetItemCode()]
itemWidth, itemHeight := itemSprite.GetCurrentFrameSize()
x := eq.x + ((eq.width - itemWidth) / 2)
y := eq.y - ((eq.height - itemHeight) / 2)
g.renderItem(eq.item, target, x, y)
}
}