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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-10 01:40:43 +00:00

More cleanup

This commit is contained in:
Tim Sarbin 2018-11-26 19:07:46 -05:00
parent ba6455317f
commit d9582492a3
25 changed files with 66 additions and 139 deletions

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@ -1,7 +1,7 @@
/*
* Hi there.
* Looking to register an object from Common into DI, are ya?
* Well don't. Go to the Slack channel and talk about it there.
* Well don't. Go to the Discord channel and talk about it there.
* If you add an autofac module to this project, your PR will be
* rejected.
*/

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@ -1,24 +1,58 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{
/// <summary>
/// A callback that is executed the button is activated (clicked).
/// </summary>
public delegate void OnActivateDelegate();
/// <summary>
/// A callback that is executed if the button is toggled.
/// </summary>
/// <param name="isToggled">When enabled, this is true, otherwise false</param>
public delegate void OnToggleDelegate(bool isToggled);
/// <summary>
/// Represents a visual button on the screen.
/// </summary>
public interface IButton : IDisposable
{
/// <summary>
/// Assigning a function to this property will cause that function to be called
/// when a button is pressed.
/// </summary>
OnActivateDelegate OnActivate { get; set; }
/// <summary>
/// If false, the button is visually darkened, and will ignore all user input.
/// </summary>
bool Enabled { get; set; }
/// <summary>
/// The position of the button on the screen.
/// </summary>
Point Location { get; set; }
/// <summary>
/// Assigning a function to this property will cause that function to be called
/// when the button is toggled on or off.
/// </summary>
OnToggleDelegate OnToggle { get; set; }
string Text { get; set; }
/// <summary>
/// Allows the button to update its internal state.
/// Call this in the Update method of your scene.
/// </summary>
void Update();
/// <summary>
/// Renders the button to the screen.
/// Call this in the render method of your scene.
/// </summary>
void Render();
}
}

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@ -1,8 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Collections.Generic;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.Common.Interfaces

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@ -1,9 +1,5 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,8 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,9 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.Common.Interfaces

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@ -1,10 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
namespace OpenDiablo2.Common.Interfaces
{
public delegate void OnKeyPressed(char charcode);

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@ -1,9 +1,5 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,7 +1,7 @@
using OpenDiablo2.Common.Models;
using System;
using System;
using System.Collections.Generic;
using System.IO;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,10 +1,4 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common.Models;
using System.Drawing;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,8 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,10 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
namespace OpenDiablo2.Common.Interfaces
{
public interface IMouseInfoProvider
{

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@ -1,9 +1,5 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,5 +1,5 @@
using OpenDiablo2.Common.Models;
using System.Collections.Generic;
using System.Collections.Generic;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,10 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
namespace OpenDiablo2.Common.Interfaces
{
public interface IRenderTarget
{

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@ -1,12 +1,6 @@
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Models;
using System;
using System.Collections.Generic;
using System;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,14 +1,17 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common.Models;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.Common.Interfaces
{
/// <summary>
/// A utility class to make it easy to get specific types of resources from the data files in the game.
/// </summary>
public interface IResourceManager
{
/// <summary>
/// Get an <see cref="ImageSet" /> from the game's resources.
/// </summary>
/// <param name="resourcePath">The path to the ImageSet to grab.</param>
/// <returns>The <see cref="ImageSet"/> that was requested. Throw an exception if not found.</returns>
ImageSet GetImageSet(string resourcePath);
MPQFont GetMPQFont(string resourcePath);
MPQDS1 GetMPQDS1(string resourcePath, LevelPreset level, LevelDetail levelDetail, LevelType levelType);

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@ -1,8 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,10 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
namespace OpenDiablo2.Common.Interfaces
{
public interface ISceneManager
{

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@ -1,6 +1,6 @@
using OpenDiablo2.Common.Models;
using System;
using System;
using System.Drawing;
using OpenDiablo2.Common.Models;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,9 +1,5 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,10 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Common.Interfaces
namespace OpenDiablo2.Common.Interfaces
{
public interface ITextDictionary
{

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@ -1,9 +1,4 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
namespace OpenDiablo2.Common.Interfaces
{

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@ -1,14 +1,10 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
namespace OpenDiablo2.Core.UI
namespace OpenDiablo2.Core.UI
{
// TODO: Allow to set Minipanel.buttons.character.OnAction or similar for button delegates
public sealed class MiniPanel : IMiniPanel

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@ -1,9 +1,5 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Attributes;
using OpenDiablo2.Common.Enums;
@ -163,23 +159,5 @@ namespace OpenDiablo2.Scenes
{
}
/*
private void RedrawMap()
{
gameState.MapDirty = false;
testSprite = new ISprite[gameState.MapData.Width * gameState.MapData.Height];
var idx = 0;
for (int y = 0; y < gameState.MapData.Height; y++)
{
for (int x = 0; x < gameState.MapData.Width; x++)
{
testSprite[idx] = renderWindow.GenerateMapCell(gameState.MapData, x, y, eRenderCellType.Floor, gameState.CurrentPalette);
testSprite[idx].Location = new Point(((x - y) * 80) - 2900, ((x + y) * 40) - 1900);
idx++;
}
}
}*/
}
}