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https://github.com/OpenDiablo2/OpenDiablo2
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* improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
190 lines
4.6 KiB
Go
190 lines
4.6 KiB
Go
package d2ui
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import (
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"image/color"
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"log"
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"regexp"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
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)
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// Label represents a user interface label
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type Label struct {
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manager *UIManager
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text string
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X int
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Y int
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Alignment d2gui.HorizontalAlign
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font *d2asset.Font
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Color map[int]color.Color
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backgroundColor color.Color
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}
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// NewLabel creates a new instance of a UI label
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func (ui *UIManager) NewLabel(fontPath, palettePath string) *Label {
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font, _ := ui.asset.LoadFont(fontPath+".tbl", fontPath+".dc6", palettePath)
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result := &Label{
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Alignment: d2gui.HorizontalAlignLeft,
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Color: map[int]color.Color{0: color.White},
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font: font,
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}
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result.bindManager(ui)
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return result
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}
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// Render draws the label on the screen, respliting the lines to allow for other alignments.
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func (v *Label) Render(target d2interface.Surface) {
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target.PushTranslation(v.X, v.Y)
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lines := strings.Split(v.text, "\n")
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yOffset := 0
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lastColor := v.Color[0]
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v.font.SetColor(lastColor)
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for _, line := range lines {
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lw, lh := v.GetTextMetrics(line)
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characters := []rune(line)
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target.PushTranslation(v.getAlignOffset(lw), yOffset)
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for idx := range characters {
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character := string(characters[idx])
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charWidth, charHeight := v.GetTextMetrics(character)
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if v.Color[idx] != nil {
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lastColor = v.Color[idx]
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v.font.SetColor(lastColor)
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}
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if v.backgroundColor != nil {
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target.DrawRect(charWidth, charHeight, v.backgroundColor)
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}
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_ = v.font.RenderText(character, target)
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target.PushTranslation(charWidth, 0)
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}
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target.PopN(len(characters))
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yOffset += lh
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target.Pop()
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}
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target.Pop()
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}
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// bindManager binds the label to the UI manager
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func (v *Label) bindManager(manager *UIManager) {
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v.manager = manager
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}
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// SetPosition moves the label to the specified location
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func (v *Label) SetPosition(x, y int) {
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v.X = x
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v.Y = y
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}
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// GetSize returns the size of the label
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func (v *Label) GetSize() (width, height int) {
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return v.font.GetTextMetrics(v.text)
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}
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// GetTextMetrics returns the width and height of the enclosing rectangle in Pixels.
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func (v *Label) GetTextMetrics(text string) (width, height int) {
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return v.font.GetTextMetrics(text)
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}
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// SetText sets the label's text
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func (v *Label) SetText(newText string) {
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v.text = v.processColorTokens(newText)
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}
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// SetBackgroundColor sets the background highlight color
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func (v *Label) SetBackgroundColor(c color.Color) {
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v.backgroundColor = c
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}
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func (v *Label) processColorTokens(str string) string {
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tokenMatch := regexp.MustCompile(colorTokenMatch)
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tokenStrMatch := regexp.MustCompile(colorStrMatch)
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empty := []byte("")
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tokenPosition := 0
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withoutTokens := string(tokenMatch.ReplaceAll([]byte(str), empty)) // remove tokens from string
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matches := tokenStrMatch.FindAll([]byte(str), -1)
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if len(matches) == 0 {
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v.Color[0] = getColor(ColorTokenWhite)
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}
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// we find the index of each token and update the color map.
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// the key in the map is the starting index of each color token, the value is the color
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for idx := range matches {
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match := matches[idx]
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matchToken := tokenMatch.Find(match)
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matchStr := string(tokenMatch.ReplaceAll(match, empty))
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token := ColorToken(matchToken)
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theColor := getColor(token)
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if v.Color == nil {
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v.Color = make(map[int]color.Color)
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}
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v.Color[tokenPosition] = theColor
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tokenPosition += len(matchStr)
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}
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return withoutTokens
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}
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func (v *Label) getAlignOffset(textWidth int) int {
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switch v.Alignment {
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case d2gui.HorizontalAlignLeft:
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return 0
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case d2gui.HorizontalAlignCenter:
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return -textWidth / 2
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case d2gui.HorizontalAlignRight:
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return -textWidth
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default:
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log.Fatal("Invalid Alignment")
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return 0
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}
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}
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func getColor(token ColorToken) color.Color {
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// todo this should really come from the PL2 files
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colors := map[ColorToken]color.Color{
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ColorTokenGrey: d2util.Color(colorGrey100Alpha),
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ColorTokenWhite: d2util.Color(colorWhite100Alpha),
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ColorTokenBlue: d2util.Color(colorBlue100Alpha),
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ColorTokenYellow: d2util.Color(colorYellow100Alpha),
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ColorTokenGreen: d2util.Color(colorGreen100Alpha),
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ColorTokenGold: d2util.Color(colorGold100Alpha),
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ColorTokenOrange: d2util.Color(colorOrange100Alpha),
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ColorTokenRed: d2util.Color(colorRed100Alpha),
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ColorTokenBlack: d2util.Color(colorBlack100Alpha),
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}
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chosen := colors[token]
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if chosen == nil {
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return colors[ColorTokenWhite]
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}
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return chosen
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}
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