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camera offset for ui panels : (#369)

* camera offset for ui panels :

added maprenderer viewport to be aligned left or right

calling alignement on keyPress in game_controls

* check if already aligned
This commit is contained in:
Haashi 2020-06-21 21:26:07 +02:00 committed by GitHub
parent b95335f399
commit afe4a3a25a
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 72 additions and 4 deletions

View File

@ -58,3 +58,15 @@ func (m *MapRenderer) ScreenToOrtho(x, y int) (float64, float64) {
func (m *MapRenderer) WorldToOrtho(x, y float64) (float64, float64) {
return m.viewport.WorldToOrtho(x, y)
}
func (m *MapRenderer) ViewportToLeft() {
m.viewport.toLeft()
}
func (m *MapRenderer) ViewportToRight() {
m.viewport.toRight()
}
func (m *MapRenderer) ViewportDefault() {
m.viewport.resetAlign()
}

View File

@ -11,11 +11,19 @@ type worldTrans struct {
y float64
}
const (
center = 0
left = 1
right = 2
)
type Viewport struct {
screenRect d2common.Rectangle
transStack []worldTrans
transCurrent worldTrans
camera *Camera
defaultScreenRect d2common.Rectangle
screenRect d2common.Rectangle
transStack []worldTrans
transCurrent worldTrans
camera *Camera
align int
}
func NewViewport(x, y, width, height int) *Viewport {
@ -26,6 +34,12 @@ func NewViewport(x, y, width, height int) *Viewport {
Width: width,
Height: height,
},
defaultScreenRect: d2common.Rectangle{
Left: x,
Top: y,
Width: width,
Height: height,
},
}
}
@ -130,3 +144,26 @@ func (v *Viewport) getCameraOffset() (float64, float64) {
return camX, camY
}
func (v *Viewport) toLeft() {
if v.align == left {
return
}
v.screenRect.Width = v.defaultScreenRect.Width / 2
}
func (v *Viewport) toRight() {
if v.align == right {
return
}
v.screenRect.Width = v.defaultScreenRect.Width / 2
v.screenRect.Left = v.defaultScreenRect.Left + v.defaultScreenRect.Width/2
}
func (v *Viewport) resetAlign() {
if v.align == center {
return
}
v.screenRect.Width = v.defaultScreenRect.Width
v.screenRect.Left = v.defaultScreenRect.Left
}

View File

@ -55,16 +55,35 @@ func NewGameControls(hero *d2map.Player, mapEngine *d2map.MapEngine, mapRenderer
func (g *GameControls) OnKeyDown(event d2input.KeyEvent) bool {
if event.Key == d2input.KeyI {
g.inventory.Toggle()
g.updateLayout()
return true
}
if event.Key == d2input.KeyC {
g.heroStats.Toggle()
g.updateLayout()
return true
}
return false
}
func (g *GameControls) updateLayout() {
isRightPanelOpen := false
isLeftPanelOpen := false
// todo : add same logic when adding quest log and skill tree
isRightPanelOpen = g.inventory.isOpen || isRightPanelOpen
isLeftPanelOpen = g.heroStats.isOpen || isLeftPanelOpen
if isRightPanelOpen == isLeftPanelOpen {
g.mapRenderer.ViewportDefault()
} else if isRightPanelOpen == true {
g.mapRenderer.ViewportToLeft()
} else {
g.mapRenderer.ViewportToRight()
}
}
func (g *GameControls) OnMouseButtonDown(event d2input.MouseEvent) bool {
px, py := g.mapRenderer.ScreenToWorld(event.X, event.Y)
px = float64(int(px*10)) / 10.0