OpenDiablo2/d2core/d2ui/ui_manager.go

154 lines
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Go
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package d2ui
import (
"log"
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 20:51:30 +00:00
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
// UIManager manages a collection of UI elements (buttons, textboxes, labels)
type UIManager struct {
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 20:51:30 +00:00
asset *d2asset.AssetManager
renderer d2interface.Renderer
inputManager d2interface.InputManager
audio d2interface.AudioProvider
widgets []Widget
cursorButtons CursorButton // TODO (carrelld) convert dependent code and remove
CursorX int // TODO (carrelld) convert dependent code and remove
CursorY int // TODO (carrelld) convert dependent code and remove
pressedWidget Widget
clickSfx d2interface.SoundEffect
}
// Note: methods for creating buttons and stuff are in their respective files
// Initialize is meant to be called after the game loads all of the necessary files
// for sprites and audio
func (ui *UIManager) Initialize() {
sfx, err := ui.audio.LoadSound(d2resource.SFXButtonClick, false, false)
if err != nil {
log.Fatalf("failed to initialize ui: %v", err)
}
ui.clickSfx = sfx
if err := ui.inputManager.BindHandler(ui); err != nil {
log.Fatalf("failed to initialize ui: %v", err)
}
}
// Reset resets the state of the UI manager. Typically called for new screens
func (ui *UIManager) Reset() {
ui.widgets = nil
ui.pressedWidget = nil
}
// addWidget adds a widget to the UI manager
func (ui *UIManager) addWidget(widget Widget) {
err := ui.inputManager.BindHandler(widget)
if err != nil {
log.Print(err)
}
ui.widgets = append(ui.widgets, widget)
widget.bindManager(ui)
}
// OnMouseButtonUp is an event handler for input
func (ui *UIManager) OnMouseButtonUp(event d2interface.MouseEvent) bool {
ui.CursorX, ui.CursorY = event.X(), event.Y()
if event.Button() == d2enum.MouseButtonLeft {
ui.cursorButtons |= CursorButtonLeft
// activate previously pressed widget if cursor is still hovering
w := ui.pressedWidget
if w != nil && ui.contains(w, ui.CursorX, ui.CursorY) && w.GetVisible() && w.
GetEnabled() {
w.Activate()
}
// unpress all widgets that are pressed
for _, w := range ui.widgets {
w.SetPressed(false)
}
}
return false
}
// OnMouseButtonDown is the mouse button down event handler
func (ui *UIManager) OnMouseButtonDown(event d2interface.MouseEvent) bool {
ui.CursorX, ui.CursorY = event.X(), event.Y()
if event.Button() == d2enum.MouseButtonLeft {
// find and press a widget on screen
ui.pressedWidget = nil
for _, w := range ui.widgets {
if ui.contains(w, ui.CursorX, ui.CursorY) && w.GetVisible() && w.GetEnabled() {
w.SetPressed(true)
ui.pressedWidget = w
ui.clickSfx.Play()
break
}
}
}
if event.Button() == d2enum.MouseButtonRight {
ui.cursorButtons |= CursorButtonRight
}
return false
}
// Render renders all of the UI elements
func (ui *UIManager) Render(target d2interface.Surface) {
for _, widget := range ui.widgets {
if widget.GetVisible() {
err := widget.Render(target)
if err != nil {
log.Print(err)
}
}
}
}
// contains determines whether a given x,y coordinate lands within a Widget
func (ui *UIManager) contains(w Widget, x, y int) bool {
wx, wy := w.GetPosition()
ww, wh := w.GetSize()
return x >= wx && x <= wx+ww && y >= wy && y <= wy+wh
}
// Advance updates all of the UI elements
func (ui *UIManager) Advance(elapsed float64) {
for _, widget := range ui.widgets {
if widget.GetVisible() {
err := widget.Advance(elapsed)
if err != nil {
log.Print(err)
}
}
}
}
// CursorButtonPressed determines if the specified button has been pressed
func (ui *UIManager) CursorButtonPressed(button CursorButton) bool {
return ui.cursorButtons&button > 0
}
// CursorPosition returns the current cursor position
func (ui *UIManager) CursorPosition() (x, y int) {
return ui.CursorX, ui.CursorY
}
// Renderer returns the renderer for this ui manager
func (ui *UIManager) Renderer() d2interface.Renderer {
return ui.renderer
}