mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-03 15:17:04 -05:00
0a78a1adcc
The split between d2ui and d2asset Font version caused incorrect caching between the two. After looking at d2interface.Font, I saw the d2asset was the most recent and more tightly and cleanly packaged. I therefore removed the old d2ui.Font and embedded the d2asset version in the d2ui.Label and d2ui.Button. Looking at the code of d2ui, it would be logical to completly swap it for their d2gui version. But at least for the moment, the d2ui.Button as more functionality since it embeds a Label (instead of a font), and this label now has multiline horizontal alignement.
378 lines
12 KiB
Go
378 lines
12 KiB
Go
package d2gamescreen
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import (
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"fmt"
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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/d2core/d2gui"
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"image/color"
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"math"
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"os"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
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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/d2inventory"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client"
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"github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype"
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)
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// CharacterSelect represents the character select screen
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type CharacterSelect struct {
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background *d2ui.Sprite
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newCharButton d2ui.Button
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convertCharButton d2ui.Button
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deleteCharButton d2ui.Button
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exitButton d2ui.Button
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okButton d2ui.Button
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deleteCharCancelButton d2ui.Button
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deleteCharOkButton d2ui.Button
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selectionBox *d2ui.Sprite
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okCancelBox *d2ui.Sprite
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d2HeroTitle d2ui.Label
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deleteCharConfirmLabel d2ui.Label
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charScrollbar d2ui.Scrollbar
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characterNameLabel [8]d2ui.Label
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characterStatsLabel [8]d2ui.Label
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characterExpLabel [8]d2ui.Label
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characterImage [8]*d2mapentity.Player
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gameStates []*d2player.PlayerState
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selectedCharacter int
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showDeleteConfirmation bool
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connectionType d2clientconnectiontype.ClientConnectionType
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connectionHost string
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audioProvider d2interface.AudioProvider
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terminal d2interface.Terminal
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renderer d2interface.Renderer
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}
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// CreateCharacterSelect creates the character select screen and returns a pointer to it
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func CreateCharacterSelect(
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renderer d2interface.Renderer,
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audioProvider d2interface.AudioProvider,
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connectionType d2clientconnectiontype.ClientConnectionType,
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connectionHost string, term d2interface.Terminal,
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) *CharacterSelect {
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return &CharacterSelect{
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selectedCharacter: -1,
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renderer: renderer,
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connectionType: connectionType,
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connectionHost: connectionHost,
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audioProvider: audioProvider,
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terminal: term,
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}
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}
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// OnLoad loads the resources for the Character Select screen
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func (v *CharacterSelect) OnLoad(loading d2screen.LoadingState) {
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v.audioProvider.PlayBGM(d2resource.BGMTitle)
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if err := d2input.BindHandler(v); err != nil {
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fmt.Println("failed to add Character Select screen as event handler")
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}
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loading.Progress(0.1)
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animation, _ := d2asset.LoadAnimation(d2resource.CharacterSelectionBackground, d2resource.PaletteSky)
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v.background, _ = d2ui.LoadSprite(animation)
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v.background.SetPosition(0, 0)
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v.createButtons(loading)
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v.d2HeroTitle = d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteUnits)
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v.d2HeroTitle.SetPosition(320, 23)
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v.d2HeroTitle.Alignment = d2gui.HorizontalAlignCenter
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loading.Progress(0.3)
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v.deleteCharConfirmLabel = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
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lines := "Are you sure that you want\nto delete this character?\nTake note: this will delete all\nversions of this Character."
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v.deleteCharConfirmLabel.SetText(lines)
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v.deleteCharConfirmLabel.Alignment = d2gui.HorizontalAlignCenter
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v.deleteCharConfirmLabel.SetPosition(400, 185)
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animation, _ = d2asset.LoadAnimation(d2resource.CharacterSelectionSelectBox, d2resource.PaletteSky)
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v.selectionBox, _ = d2ui.LoadSprite(animation)
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v.selectionBox.SetPosition(37, 86)
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animation, _ = d2asset.LoadAnimation(d2resource.PopUpOkCancel, d2resource.PaletteFechar)
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v.okCancelBox, _ = d2ui.LoadSprite(animation)
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v.okCancelBox.SetPosition(270, 175)
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v.charScrollbar = d2ui.CreateScrollbar(586, 87, 369)
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v.charScrollbar.OnActivated(func() { v.onScrollUpdate() })
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d2ui.AddWidget(&v.charScrollbar)
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loading.Progress(0.5)
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for i := 0; i < 8; i++ {
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xOffset := 115
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if i&1 > 0 {
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xOffset = 385
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}
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v.characterNameLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
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v.characterNameLabel[i].Color = color.RGBA{R: 188, G: 168, B: 140, A: 255}
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v.characterNameLabel[i].SetPosition(xOffset, 100+((i/2)*95))
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v.characterStatsLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteUnits)
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v.characterStatsLabel[i].SetPosition(xOffset, 115+((i/2)*95))
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v.characterExpLabel[i] = d2ui.CreateLabel(d2resource.Font16, d2resource.PaletteStatic)
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v.characterExpLabel[i].Color = color.RGBA{R: 24, G: 255, A: 255}
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v.characterExpLabel[i].SetPosition(xOffset, 130+((i/2)*95))
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}
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v.refreshGameStates()
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}
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func (v *CharacterSelect) createButtons(loading d2screen.LoadingState) {
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v.newCharButton = d2ui.CreateButton(
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v.renderer,
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d2ui.ButtonTypeTall,
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"CREATE NEW\nCHARACTER",
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)
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v.newCharButton.SetPosition(33, 468)
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v.newCharButton.OnActivated(func() { v.onNewCharButtonClicked() })
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d2ui.AddWidget(&v.newCharButton)
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v.convertCharButton = d2ui.CreateButton(
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v.renderer,
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d2ui.ButtonTypeTall,
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"CONVERT TO\nEXPANSION",
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)
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v.convertCharButton.SetPosition(233, 468)
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v.convertCharButton.SetEnabled(false)
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d2ui.AddWidget(&v.convertCharButton)
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v.deleteCharButton = d2ui.CreateButton(
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v.renderer,
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d2ui.ButtonTypeTall,
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"DELETE\nCHARACTER",
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)
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v.deleteCharButton.OnActivated(func() { v.onDeleteCharButtonClicked() })
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v.deleteCharButton.SetPosition(433, 468)
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d2ui.AddWidget(&v.deleteCharButton)
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v.exitButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeMedium, "EXIT")
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v.exitButton.SetPosition(33, 537)
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v.exitButton.OnActivated(func() { v.onExitButtonClicked() })
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d2ui.AddWidget(&v.exitButton)
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loading.Progress(0.2)
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v.deleteCharCancelButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeOkCancel, "NO")
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v.deleteCharCancelButton.SetPosition(282, 308)
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v.deleteCharCancelButton.SetVisible(false)
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v.deleteCharCancelButton.OnActivated(func() { v.onDeleteCharacterCancelClicked() })
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d2ui.AddWidget(&v.deleteCharCancelButton)
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v.deleteCharOkButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeOkCancel, "YES")
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v.deleteCharOkButton.SetPosition(422, 308)
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v.deleteCharOkButton.SetVisible(false)
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v.deleteCharOkButton.OnActivated(func() { v.onDeleteCharacterConfirmClicked() })
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d2ui.AddWidget(&v.deleteCharOkButton)
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v.okButton = d2ui.CreateButton(v.renderer, d2ui.ButtonTypeMedium, "OK")
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v.okButton.SetPosition(625, 537)
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v.okButton.OnActivated(func() { v.onOkButtonClicked() })
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d2ui.AddWidget(&v.okButton)
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}
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func (v *CharacterSelect) onScrollUpdate() {
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v.moveSelectionBox()
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v.updateCharacterBoxes()
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}
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func (v *CharacterSelect) updateCharacterBoxes() {
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expText := "EXPANSION CHARACTER"
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for i := 0; i < 8; i++ {
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idx := i + (v.charScrollbar.GetCurrentOffset() * 2)
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if idx >= len(v.gameStates) {
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v.characterNameLabel[i].SetText("")
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v.characterStatsLabel[i].SetText("")
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v.characterExpLabel[i].SetText("")
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v.characterImage[i] = nil
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continue
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}
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v.characterNameLabel[i].SetText(v.gameStates[idx].HeroName)
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v.characterStatsLabel[i].SetText("Level 1 " + v.gameStates[idx].HeroType.String())
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v.characterExpLabel[i].SetText(expText)
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// TODO: Generate or load the object from the actual player data...
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v.characterImage[i] = d2mapentity.CreatePlayer("", "", 0, 0, 0,
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v.gameStates[idx].HeroType,
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*v.gameStates[idx].Stats,
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d2inventory.HeroObjects[v.gameStates[idx].HeroType],
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)
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}
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}
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func (v *CharacterSelect) onNewCharButtonClicked() {
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d2screen.SetNextScreen(CreateSelectHeroClass(v.renderer, v.audioProvider, v.connectionType, v.connectionHost, v.terminal))
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}
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func (v *CharacterSelect) onExitButtonClicked() {
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mainMenu := CreateMainMenu(v.renderer, v.audioProvider, v.terminal)
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mainMenu.setScreenMode(screenModeMainMenu)
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d2screen.SetNextScreen(mainMenu)
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}
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// Render renders the Character Select screen
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func (v *CharacterSelect) Render(screen d2interface.Surface) error {
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if err := v.background.RenderSegmented(screen, 4, 3, 0); err != nil {
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return err
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}
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v.d2HeroTitle.Render(screen)
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actualSelectionIndex := v.selectedCharacter - (v.charScrollbar.GetCurrentOffset() * 2)
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if v.selectedCharacter > -1 && actualSelectionIndex >= 0 && actualSelectionIndex < 8 {
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if err := v.selectionBox.RenderSegmented(screen, 2, 1, 0); err != nil {
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return err
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}
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}
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for i := 0; i < 8; i++ {
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idx := i + (v.charScrollbar.GetCurrentOffset() * 2)
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if idx >= len(v.gameStates) {
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continue
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}
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v.characterNameLabel[i].Render(screen)
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v.characterStatsLabel[i].Render(screen)
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v.characterExpLabel[i].Render(screen)
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screen.PushTranslation(v.characterNameLabel[i].X-40, v.characterNameLabel[i].Y+50)
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v.characterImage[i].Render(screen)
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screen.Pop()
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}
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if v.showDeleteConfirmation {
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screen.DrawRect(800, 600, color.RGBA{A: 128})
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if err := v.okCancelBox.RenderSegmented(screen, 2, 1, 0); err != nil {
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return err
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}
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v.deleteCharConfirmLabel.Render(screen)
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}
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return nil
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}
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func (v *CharacterSelect) moveSelectionBox() {
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if v.selectedCharacter == -1 {
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v.d2HeroTitle.SetText("")
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return
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}
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bw := 272
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bh := 92
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selectedIndex := v.selectedCharacter - (v.charScrollbar.GetCurrentOffset() * 2)
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v.selectionBox.SetPosition(37+((selectedIndex&1)*bw), 86+(bh*(selectedIndex/2)))
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v.d2HeroTitle.SetText(v.gameStates[v.selectedCharacter].HeroName)
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}
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// OnMouseButtonDown is called when a mouse button is clicked
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func (v *CharacterSelect) OnMouseButtonDown(event d2interface.MouseEvent) bool {
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if !v.showDeleteConfirmation {
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if event.Button() == d2enum.MouseButtonLeft {
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mx, my := event.X(), event.Y()
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bw := 272
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bh := 92
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localMouseX := mx - 37
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localMouseY := my - 86
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if localMouseX > 0 && localMouseX < bw*2 && localMouseY >= 0 && localMouseY < bh*4 {
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adjustY := localMouseY / bh
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selectedIndex := adjustY * 2
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if localMouseX > bw {
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selectedIndex++
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}
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if (v.charScrollbar.GetCurrentOffset()*2)+selectedIndex < len(v.gameStates) {
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v.selectedCharacter = (v.charScrollbar.GetCurrentOffset() * 2) + selectedIndex
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v.moveSelectionBox()
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}
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}
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return true
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}
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}
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return false
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}
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// Advance runs the update logic on the Character Select screen
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func (v *CharacterSelect) Advance(tickTime float64) error {
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for _, hero := range v.characterImage {
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if hero != nil {
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hero.Advance(tickTime)
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}
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}
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return nil
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}
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func (v *CharacterSelect) onDeleteCharButtonClicked() {
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v.toggleDeleteCharacterDialog(true)
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}
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func (v *CharacterSelect) onDeleteCharacterConfirmClicked() {
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_ = os.Remove(v.gameStates[v.selectedCharacter].FilePath)
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v.charScrollbar.SetCurrentOffset(0)
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v.refreshGameStates()
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v.toggleDeleteCharacterDialog(false)
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v.deleteCharButton.SetEnabled(len(v.gameStates) > 0)
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v.okButton.SetEnabled(len(v.gameStates) > 0)
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}
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func (v *CharacterSelect) onDeleteCharacterCancelClicked() {
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v.toggleDeleteCharacterDialog(false)
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}
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func (v *CharacterSelect) toggleDeleteCharacterDialog(showDialog bool) {
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v.showDeleteConfirmation = showDialog
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v.okButton.SetEnabled(!showDialog)
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v.deleteCharButton.SetEnabled(!showDialog)
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v.exitButton.SetEnabled(!showDialog)
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v.newCharButton.SetEnabled(!showDialog)
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v.deleteCharOkButton.SetVisible(showDialog)
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v.deleteCharCancelButton.SetVisible(showDialog)
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}
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func (v *CharacterSelect) refreshGameStates() {
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v.gameStates = d2player.GetAllPlayerStates()
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v.updateCharacterBoxes()
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if len(v.gameStates) > 0 {
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v.selectedCharacter = 0
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v.d2HeroTitle.SetText(v.gameStates[0].HeroName)
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v.charScrollbar.SetMaxOffset(int(math.Ceil(float64(len(v.gameStates)-8) / float64(2))))
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} else {
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v.selectedCharacter = -1
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v.charScrollbar.SetMaxOffset(0)
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}
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v.moveSelectionBox()
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}
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func (v *CharacterSelect) onOkButtonClicked() {
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gameClient, _ := d2client.Create(v.connectionType)
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host := ""
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if v.connectionType == d2clientconnectiontype.LANClient {
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host = v.connectionHost
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}
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if err := gameClient.Open(host, v.gameStates[v.selectedCharacter].FilePath); err != nil {
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// TODO an error screen should be shown in this case
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fmt.Printf("can not connect to the host: %s", host)
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}
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d2screen.SetNextScreen(CreateGame(v.renderer, v.audioProvider, gameClient, v.terminal))
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}
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