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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) ```
106 lines
2.3 KiB
Go
106 lines
2.3 KiB
Go
package d2player
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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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/d2ui"
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)
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type miniPanel struct {
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asset *d2asset.AssetManager
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container *d2ui.Sprite
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button *d2ui.Sprite
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isOpen bool
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isSinglePlayer bool
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rectangle d2geom.Rectangle
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}
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func newMiniPanel(asset *d2asset.AssetManager, uiManager *d2ui.UIManager, isSinglePlayer bool) *miniPanel {
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miniPanelContainerPath := d2resource.Minipanel
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if isSinglePlayer {
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miniPanelContainerPath = d2resource.MinipanelSmall
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}
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containerSprite, _ := uiManager.NewSprite(miniPanelContainerPath, d2resource.PaletteSky)
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buttonSprite, _ := uiManager.NewSprite(d2resource.MinipanelButton, d2resource.PaletteSky)
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rectangle := d2geom.Rectangle{Left: 325, Top: 526, Width: 156, Height: 26}
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if !isSinglePlayer {
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rectangle.Width = 182
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}
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return &miniPanel{
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asset: asset,
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container: containerSprite,
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button: buttonSprite,
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isOpen: true,
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isSinglePlayer: isSinglePlayer,
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rectangle: rectangle,
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}
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}
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func (m *miniPanel) IsOpen() bool {
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return m.isOpen
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}
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func (m *miniPanel) Toggle() {
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m.isOpen = !m.isOpen
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}
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func (m *miniPanel) Open() {
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m.isOpen = true
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}
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func (m *miniPanel) Close() {
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m.isOpen = false
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}
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func (m *miniPanel) Render(target d2interface.Surface) error {
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if !m.isOpen {
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return nil
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}
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if err := m.container.SetCurrentFrame(0); err != nil {
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return err
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}
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width, height := target.GetSize()
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m.container.SetPosition((width/2)-75, height-48)
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if err := m.container.Render(target); err != nil {
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return err
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}
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buttonWidth, _ := m.button.GetCurrentFrameSize()
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buttonWidth++
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for i, j := 0, 0; j < 16; i++ {
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if m.isSinglePlayer && j == 6 { // skip Party Screen button if the game is single player
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j += 2
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}
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if err := m.button.SetCurrentFrame(j); err != nil {
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return err
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}
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m.button.SetPosition((width/2)-72+(buttonWidth*i), height-51)
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if err := m.button.Render(target); err != nil {
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return err
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}
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j += 2
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}
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return nil
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}
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func (m *miniPanel) isInRect(x, y int) bool {
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return m.rectangle.IsInRect(x, y)
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}
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