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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) ```
147 lines
3.4 KiB
Go
147 lines
3.4 KiB
Go
package d2ui
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import (
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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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)
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// Checkbox represents a checkbox UI element
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type Checkbox struct {
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manager *UIManager
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Image d2interface.Surface
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checkedImage d2interface.Surface
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x int
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y int
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width int
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height int
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onClick func()
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checkState bool
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visible bool
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enabled bool
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}
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// NewCheckbox creates a new instance of a checkbox
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func (ui *UIManager) NewCheckbox(checkState bool) *Checkbox {
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result := &Checkbox{
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checkState: checkState,
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visible: true,
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width: 0,
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height: 0,
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enabled: true,
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}
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checkboxSprite, _ := ui.NewSprite(d2resource.Checkbox, d2resource.PaletteFechar)
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result.width, result.height, _ = checkboxSprite.GetFrameSize(0)
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checkboxSprite.SetPosition(0, 0)
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result.Image, _ = ui.renderer.NewSurface(result.width, result.height, d2enum.FilterNearest)
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_ = checkboxSprite.RenderSegmented(result.Image, 1, 1, 0)
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result.checkedImage, _ = ui.renderer.NewSurface(result.width, result.height, d2enum.FilterNearest)
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_ = checkboxSprite.RenderSegmented(result.checkedImage, 1, 1, 1)
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ui.addWidget(result)
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return result
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}
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// bindManager binds the checkbox to the UI manager
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func (v *Checkbox) bindManager(manager *UIManager) {
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v.manager = manager
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}
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// Render renders the checkbox
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func (v *Checkbox) Render(target d2interface.Surface) error {
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target.PushTranslation(v.x, v.y)
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defer target.Pop()
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target.PushFilter(d2enum.FilterNearest)
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defer target.Pop()
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if v.checkState {
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_ = target.Render(v.checkedImage)
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} else {
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_ = target.Render(v.Image)
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}
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return nil
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}
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// Advance does nothing for checkboxes
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func (v *Checkbox) Advance(_ float64) error {
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return nil
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}
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// GetEnabled returns the enabled state of the checkbox
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func (v *Checkbox) GetEnabled() bool {
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return v.enabled
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}
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// SetEnabled sets the enabled state of the checkbox
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func (v *Checkbox) SetEnabled(enabled bool) {
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v.enabled = enabled
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}
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// SetPressed does nothing for checkboxes
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func (v *Checkbox) SetPressed(_ bool) {
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}
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// SetCheckState sets the check state of the checkbox
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func (v *Checkbox) SetCheckState(checkState bool) {
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v.checkState = checkState
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}
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// GetCheckState returns the check state of the checkbox
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func (v *Checkbox) GetCheckState() bool {
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return v.checkState
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}
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// GetPressed returns the pressed state of the checkbox
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func (v *Checkbox) GetPressed() bool {
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return v.checkState
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}
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// OnActivated sets the callback function of the click event for the checkbox
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func (v *Checkbox) OnActivated(callback func()) {
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v.onClick = callback
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}
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// Activate activates the checkbox
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func (v *Checkbox) Activate() {
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v.checkState = !v.checkState
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if v.onClick == nil {
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return
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}
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v.onClick()
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}
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// GetPosition returns the position of the checkbox
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func (v *Checkbox) GetPosition() (x, y int) {
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return v.x, v.y
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}
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// GetSize returns the size of the checkbox
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func (v *Checkbox) GetSize() (width, height int) {
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return v.width, v.height
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}
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// GetVisible returns the visibility state of the checkbox
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func (v *Checkbox) GetVisible() bool {
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return v.visible
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}
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// SetPosition sets the position of the checkbox
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func (v *Checkbox) 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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// SetVisible sets the visibility of the checkbox
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func (v *Checkbox) SetVisible(visible bool) {
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v.visible = visible
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}
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