Help Overlay Added (#724)

* Adds help overlay frame and some text and bullets

* Finished basic layout, still need cancel button graphic, behavior
This commit is contained in:
Brendan Porter 2020-09-09 07:21:27 -05:00 committed by GitHub
parent d805ed40f4
commit cbb512ab4b
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 456 additions and 0 deletions

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@ -90,6 +90,13 @@ const (
HealthManaIndicator = "/data/global/ui/PANEL/hlthmana.DC6"
AddSkillButton = "/data/global/ui/PANEL/level.DC6"
// --- Help Overlay ---
//HelpBorder = "/data/global/ui/MENU/helpborder.DC6"
HelpBorder = "/data/global/ui/MENU/800helpborder.DC6"
HelpYellowBullet = "/data/global/ui/MENU/helpyellowbullet.DC6"
HelpWhiteBullet = "/data/global/ui/MENU/helpwhitebullet.DC6"
// Issue #685 - used in the mini-panel
GameSmallMenuButton = "/data/global/ui/PANEL/menubutton.DC6"
SkillIcon = "/data/global/ui/PANEL/Skillicon.DC6"

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@ -4,6 +4,7 @@ import (
"fmt"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2game/d2player/help"
"image"
"image/color"
"log"
@ -53,6 +54,7 @@ type GameControls struct {
uiManager *d2ui.UIManager
inventory *Inventory
heroStatsPanel *HeroStatsPanel
helpOverlay *help.Overlay
miniPanel *miniPanel
lastMouseX int
lastMouseY int
@ -166,6 +168,7 @@ func NewGameControls(
mapRenderer: mapRenderer,
inventory: NewInventory(ui, inventoryRecord),
heroStatsPanel: NewHeroStatsPanel(ui, hero.Name(), hero.Class, hero.Stats),
helpOverlay: help.NewHelpOverlay(renderer),
miniPanel: newMiniPanel(ui, isSinglePlayer),
missileID: missileID,
nameLabel: hoverLabel,
@ -260,6 +263,9 @@ func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool {
g.updateLayout()
case d2enum.KeyR:
g.onToggleRunButton()
case d2enum.KeyH:
g.helpOverlay.Toggle()
g.updateLayout()
default:
return false
}
@ -391,6 +397,7 @@ func (g *GameControls) Load() {
g.inventory.Load()
g.heroStatsPanel.Load()
g.helpOverlay.Load()
}
func (g *GameControls) loadUIButtons() {
@ -752,6 +759,10 @@ func (g *GameControls) Render(target d2interface.Surface) error {
g.hpManaStatsLabel.Render(target)
}
if err := g.helpOverlay.Render(target); err != nil {
return err
}
return nil
}

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@ -0,0 +1,438 @@
package help
import (
"fmt"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const (
tlCornerFrame = iota
lFrame
tFrameLHalf
tFrameRHalf
trCornerFrameTHalf
trCornerFrameRHalf
rFrame
)
// HelpOverlay represents the in-game overlay that toggles visibility when the h key is pressed
type Overlay struct {
isOpen bool
renderer d2interface.Renderer
frames []*d2ui.Sprite
text []*d2ui.Label
lines []line
uiManager *d2ui.UIManager
originX int
originY int
layout *d2gui.Layout
}
func NewHelpOverlay(renderer d2interface.Renderer) *Overlay {
h := &Overlay{
renderer: renderer,
}
return h
}
func (h *Overlay) onHoverElement(n int) {
}
func (h *Overlay) setLayout(id int) {
h.onHoverElement(0)
}
func (h *Overlay) Toggle() {
fmt.Print("Help overlay toggled\n")
if h.isOpen {
h.close()
} else {
h.open()
}
}
func (h *Overlay) close() {
h.isOpen = false
d2gui.SetLayout(nil)
}
func (h *Overlay) open() {
h.isOpen = true
if h.layout == nil {
h.layout = d2gui.CreateLayout(h.renderer, d2gui.PositionTypeHorizontal)
// layoutLeft := h.layout.AddLayout(d2gui.PositionTypeVertical)
// tlCorner, _ := layoutLeft.AddSprite(d2resource.HelpBorder, d2resource.PaletteSky)
// tlCorner.SetSegmented(0, 0, 0)
//layoutLeft.AddSprite(imagePath, palettePath)
}
d2gui.SetLayout(h.layout)
}
func (h *Overlay) Load() {
var (
x = 0
y = 0
prevX = 0
prevY = 0
)
for frameIndex := 0; frameIndex < 7; frameIndex++ {
animation, _ := d2asset.LoadAnimation(d2resource.HelpBorder, d2resource.PaletteSky)
_ = animation.SetCurrentFrame(frameIndex)
f, _ := h.uiManager.NewSprite(animation)
ww, hh := f.GetCurrentFrameSize()
//fmt.Printf("Help frame %d size: %d, %d\n", frameIndex, ww, hh)
switch frameIndex {
case tlCornerFrame:
y = hh
case lFrame:
y = hh + prevY
case tFrameLHalf:
y = hh
x = 65
case tFrameRHalf:
y = hh
x = 800 - ww - 245
case trCornerFrameTHalf:
y = hh
x = 800 - ww - 20
case trCornerFrameRHalf:
y = hh
x = 800 - ww
case rFrame:
y = hh + prevY
x = 800 - ww
}
//y += 50
_ = prevX
prevX = x
prevY = y
f.SetPosition(x, y)
h.frames = append(h.frames, f)
}
// Title
text := "Diablo II Help"
newLabel := h.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
newLabel.SetText(text)
ww, _ := newLabel.GetSize()
newLabel.SetPosition((800/2)-(ww/2)-30, 0)
h.text = append(h.text, newLabel)
// Close
anim, _ := d2asset.LoadAnimation(d2resource.SquareButton, d2resource.PaletteSky)
close, _ := h.uiManager.NewSprite(anim)
_ = close.SetCurrentFrame(0)
close.SetPosition(685, 57)
h.frames = append(h.frames, close)
newLabel = h.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
newLabel.SetText("Close")
newLabel.SetPosition(680, 60)
h.text = append(h.text, newLabel)
// Bullets
yOffset := 60
h.createBullet(callout{
LabelText: "Hold Down <Ctrl> to Run",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hold down <Alt> to highlight items on the ground",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hold down <Shift> to attack while standing still",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hit <Tab> to toggle the automap on and off",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hit <Esc> to bring up the Game Menu",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hit <Enter> to go into chat mode",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Use F1-F8 to set your Left or Right Mouse Button Skills",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hit <H> to toggle this screen open and closed",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
// Callouts
h.createCallout(callout{
LabelText: "New Stats",
LabelX: 220,
LabelY: 350,
DotX: 215,
DotY: 575,
})
h.createCallout(callout{
LabelText: "New Skill",
LabelX: 575,
LabelY: 350,
DotX: 570,
DotY: 575,
})
h.createCallout(callout{
LabelText: "Left Mouse-\nButton Skill\n(Click to Change)",
LabelX: 135,
LabelY: 380,
DotX: 130,
DotY: 565,
})
h.createCallout(callout{
LabelText: "Mini-Panel\n(Opens Character,\ninventory, and\nother screens)",
LabelX: 450,
LabelY: 365,
DotX: 445,
DotY: 540,
})
h.createCallout(callout{
LabelText: "Right Mouse-\nButton Skill\n(Click to Change)",
LabelX: 675,
LabelY: 375,
DotX: 670,
DotY: 560,
})
h.createCallout(callout{
LabelText: "Life Orb",
LabelX: 65,
LabelY: 460,
DotX: 60,
DotY: 535,
})
h.createCallout(callout{
LabelText: "Stamina Bar",
LabelX: 315,
LabelY: 460,
DotX: 310,
DotY: 585,
})
h.createCallout(callout{
LabelText: "Mana Orb",
LabelX: 745,
LabelY: 460,
DotX: 740,
DotY: 535,
})
h.createCallout(callout{
LabelText: "Run/Walk\nToggle",
LabelX: 263,
LabelY: 480,
DotX: 258,
DotY: 585,
})
h.createCallout(callout{
LabelText: "Experience\nBar",
LabelX: 370,
LabelY: 480,
DotX: 365,
DotY: 565,
})
h.createCallout(callout{
LabelText: "Belt",
LabelX: 535,
LabelY: 490,
DotX: 530,
DotY: 568,
})
}
type line struct {
StartX int
StartY int
MoveX int
MoveY int
Color color.Color
}
type callout struct {
LabelText string
LabelX int
LabelY int
DotX int
DotY int
}
func (h *Overlay) createBullet(c callout) {
newLabel := h.uiManager.NewLabel(d2resource.FontFormal11, d2resource.PaletteSky)
newLabel.SetText(c.LabelText)
//ww, hh = newLabel.GetSize()
newLabel.SetPosition(c.LabelX, c.LabelY)
h.text = append(h.text, newLabel)
anim, _ := d2asset.LoadAnimation(d2resource.HelpYellowBullet, d2resource.PaletteSky)
newDot, _ := h.uiManager.NewSprite(anim)
_ = newDot.SetCurrentFrame(0)
newDot.SetPosition(c.DotX, c.DotY+14)
h.frames = append(h.frames, newDot)
}
func (h *Overlay) createCallout(c callout) {
newLabel := h.uiManager.NewLabel(d2resource.FontFormal11, d2resource.PaletteSky)
newLabel.Color[0] = d2util.Color(0xff0000_ff)
newLabel.SetText(c.LabelText)
newLabel.SetPosition(c.LabelX, c.LabelY)
newLabel.Alignment = d2gui.HorizontalAlignCenter
ww, hh := newLabel.GetTextMetrics(c.LabelText)
h.text = append(h.text, newLabel)
_ = ww
l := line{
StartX: c.LabelX,
StartY: c.LabelY + hh + 5,
MoveX: 0,
MoveY: c.DotY - c.LabelY - hh - 5,
Color: color.White,
}
h.lines = append(h.lines, l)
anim, _ := d2asset.LoadAnimation(d2resource.HelpWhiteBullet, d2resource.PaletteSky)
newDot, _ := h.uiManager.NewSprite(anim)
_ = newDot.SetCurrentFrame(0)
newDot.SetPosition(c.DotX, c.DotY)
h.frames = append(h.frames, newDot)
}
func (h *Overlay) Render(target d2interface.Surface) error {
if !h.isOpen {
return nil
}
for _, f := range h.frames {
_ = f.Render(target)
}
for _, t := range h.text {
t.Render(target)
}
for _, l := range h.lines {
target.PushTranslation(l.StartX, l.StartY)
target.DrawLine(l.MoveX, l.MoveY, l.Color)
target.Pop()
// target.DrawLine(0, entityHeight, color.White)
// target.DrawLine(entityWidth, 0, color.White)
}
// x, y := h.originX, h.originY
// y += 20
// frameIndex := 0
// // Frame
// // Top left
// if err := h.frame.SetCurrentFrame(frameIndex); err != nil {
// return err
// }
// h.frame.SetCurrentFrame(frameIndex)
// h.frame.Render(target)
// frameIndex++
// width, height := h.frame.GetCurrentFrameSize()
// _ = width
// y += height
// h.frame.SetPosition(x, y)
// if err := h.frame.SetCurrentFrame(frameIndex); err != nil {
// return err
// }
// h.frame.SetCurrentFrame(frameIndex)
// h.frame.Render(target)
// frameIndex++
// // _ = width
// h.frame.SetPosition(x, y)
// if err := h.frame.Render(target); err != nil {
// return err
// }
//d2gui.Render(target)
return nil
}