Merge pull request #1031 from gucio321/party-screen

Party Panel
This commit is contained in:
Tim Sarbin 2021-01-19 12:55:11 -05:00 committed by GitHub
commit e982430c55
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GPG Key ID: 4AEE18F83AFDEB23
8 changed files with 941 additions and 18 deletions

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@ -0,0 +1,11 @@
package d2enum
// Frames of party Buttons
const (
PartyButtonListeningFrame = iota * 4
PartyButtonRelationshipsFrame
PartyButtonSeeingFrame
PartyButtonCorpsLootingFrame
PartyButtonNextButtonFrame = 2
)

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@ -0,0 +1,21 @@
package d2enum
// PlayersRelationships represents players relationships
type PlayersRelationships int
// Players relationships
const (
PlayerRelationNeutral PlayersRelationships = iota
PlayerRelationFriend
PlayerRelationEnemy
)
// determinates a level, which both players should reach to go hostile
const (
PlayersHostileLevel = 9
)
// determinates max players number for one game
const (
MaxPlayersInGame = 8
)

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@ -246,6 +246,10 @@ const (
Frame = "/data/global/ui/PANEL/800borderframe.dc6"
InventoryCharacterPanel = "/data/global/ui/PANEL/invchar6.DC6"
PartyPanel = "/data/global/ui/MENU/party.dc6"
PartyButton = "/data/global/ui/MENU/partybuttons.dc6"
PartyBoxes = "/data/global/ui/MENU/partyboxes.dc6"
PartyBar = "/data/global/ui/MENU/partybar.dc6"
HeroStatsPanelStatsPoints = "/data/global/ui/PANEL/skillpoints.dc6"
HeroStatsPanelSocket = "/data/global/ui/PANEL/levelsocket.dc6"
InventoryWeaponsTab = "/data/global/ui/PANEL/invchar6Tab.DC6"

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@ -56,6 +56,7 @@ const (
ButtonTypeTabBlank ButtonType = 36
ButtonTypeBlankQuestBtn ButtonType = 37
ButtonTypeAddSkill ButtonType = 38
ButtonTypePartyButton ButtonType = 39
ButtonNoFixedWidth int = -1
ButtonNoFixedHeight int = -1
@ -204,12 +205,16 @@ const (
buttonAddSkillSegmentsY = 1
buttonAddSkillDisabledFrame = 2
partyButtonSegmentsX = 1
partyButtonSegmentsY = 1
partyButtonDisabledFrame = -1
pressedButtonOffset = 2
)
// nolint:funlen // cant reduce
func getButtonLayouts() map[ButtonType]ButtonLayout {
return map[ButtonType]ButtonLayout{
func getButtonLayouts() map[ButtonType]*ButtonLayout {
return map[ButtonType]*ButtonLayout{
ButtonTypeWide: {
XSegments: buttonWideSegmentsX,
YSegments: buttonWideSegmentsY,
@ -765,6 +770,21 @@ func getButtonLayouts() map[ButtonType]ButtonLayout {
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
},
ButtonTypePartyButton: {
XSegments: partyButtonSegmentsX,
YSegments: partyButtonSegmentsY,
DisabledFrame: partyButtonDisabledFrame,
DisabledColor: lightGreyAlpha75,
TextOffset: buttonWideTextOffset,
ResourceName: d2resource.PartyButton,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontFormal10,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
}
}
@ -774,7 +794,7 @@ var _ ClickableWidget = &Button{}
// Button defines a standard wide UI button
type Button struct {
*BaseWidget
buttonLayout ButtonLayout
buttonLayout *ButtonLayout
normalSurface d2interface.Surface
pressedSurface d2interface.Surface
toggledSurface d2interface.Surface
@ -789,6 +809,38 @@ type Button struct {
// NewButton creates an instance of Button
func (ui *UIManager) NewButton(buttonType ButtonType, text string) *Button {
buttonLayout := getButtonLayouts()[buttonType]
btn := ui.createButton(buttonLayout, text)
return btn
}
// NewDefaultButton creates a new button with default settings
func (ui *UIManager) NewDefaultButton(path string, frame int) *Button {
layout := &ButtonLayout{
XSegments: 1,
YSegments: 1,
DisabledFrame: frame,
DisabledColor: whiteAlpha100,
ResourceName: path,
PaletteName: d2resource.PaletteSky,
BaseFrame: frame,
Toggleable: true,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
}
btn := ui.createButton(layout, "")
return btn
}
// createButton creates button using input layout and text
func (ui *UIManager) createButton(layout *ButtonLayout, text string) *Button {
base := NewBaseWidget(ui)
base.SetVisible(true)
@ -798,24 +850,23 @@ func (ui *UIManager) NewButton(buttonType ButtonType, text string) *Button {
pressed: false,
}
buttonLayout := getButtonLayouts()[buttonType]
btn.buttonLayout = buttonLayout
lbl := ui.NewLabel(buttonLayout.FontPath, d2resource.PaletteUnits)
btn.buttonLayout = layout
lbl := ui.NewLabel(layout.FontPath, d2resource.PaletteUnits)
lbl.SetText(text)
lbl.Color[0] = d2util.Color(buttonLayout.LabelColor)
lbl.Color[0] = d2util.Color(layout.LabelColor)
lbl.Alignment = HorizontalAlignCenter
buttonSprite, err := ui.NewSprite(buttonLayout.ResourceName, buttonLayout.PaletteName)
buttonSprite, err := ui.NewSprite(layout.ResourceName, layout.PaletteName)
if err != nil {
ui.Error(err.Error())
return nil
}
if buttonLayout.FixedWidth > 0 {
btn.width = buttonLayout.FixedWidth
if layout.FixedWidth > 0 {
btn.width = layout.FixedWidth
} else {
for i := 0; i < buttonLayout.XSegments; i++ {
for i := 0; i < layout.XSegments; i++ {
w, _, frameSizeErr := buttonSprite.GetFrameSize(i)
if frameSizeErr != nil {
ui.Error(frameSizeErr.Error())
@ -826,11 +877,11 @@ func (ui *UIManager) NewButton(buttonType ButtonType, text string) *Button {
}
}
if buttonLayout.FixedHeight > 0 {
btn.height = buttonLayout.FixedHeight
if layout.FixedHeight > 0 {
btn.height = layout.FixedHeight
} else {
for i := 0; i < buttonLayout.YSegments; i++ {
_, h, frameSizeErr := buttonSprite.GetFrameSize(i * buttonLayout.YSegments)
for i := 0; i < layout.YSegments; i++ {
_, h, frameSizeErr := buttonSprite.GetFrameSize(i * layout.YSegments)
if frameSizeErr != nil {
ui.Error(frameSizeErr.Error())
return nil
@ -849,7 +900,7 @@ func (ui *UIManager) NewButton(buttonType ButtonType, text string) *Button {
ui.addWidget(btn) // important that this comes before prerenderStates!
btn.prerenderStates(buttonSprite, &buttonLayout, lbl)
btn.prerenderStates(buttonSprite, layout, lbl)
return btn
}

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@ -0,0 +1,157 @@
package d2ui
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// static check if SwitchableButton implemented widget
var _ Widget = &SwitchableButton{}
// SwitchableButton represents switchable button widget
type SwitchableButton struct {
*BaseWidget
active *Button
inactive *Button
onActivate func()
onDeactivate func()
state bool
}
// NewSwitchableButton creates new switchable button
func (ui *UIManager) NewSwitchableButton(active, inactive *Button, state bool) *SwitchableButton {
base := NewBaseWidget(ui)
sbtn := &SwitchableButton{
BaseWidget: base,
active: active,
inactive: inactive,
state: state,
}
sbtn.bindManager(ui)
sbtn.SetVisible(false)
sbtn.OnActivated(func() {})
sbtn.OnDeactivated(func() {})
ui.addWidget(sbtn)
return sbtn
}
// SetVisible sets widget's visibility
func (sbtn *SwitchableButton) SetVisible(visible bool) {
if !visible {
sbtn.active.SetVisible(false)
sbtn.inactive.SetVisible(false)
return
}
if sbtn.state {
sbtn.active.SetVisible(true)
sbtn.inactive.SetVisible(false)
} else {
sbtn.active.SetVisible(false)
sbtn.inactive.SetVisible(true)
}
}
// OnActivated sets onActivate callback
func (sbtn *SwitchableButton) OnActivated(cb func()) {
sbtn.active.OnActivated(func() {
cb()
sbtn.state = false
sbtn.SetVisible(sbtn.GetVisible())
})
}
// Activate switches widget into active state
func (sbtn *SwitchableButton) Activate() {
sbtn.onActivate()
}
// OnDeactivated sets onDeactivate callback
func (sbtn *SwitchableButton) OnDeactivated(cb func()) {
sbtn.inactive.OnActivated(func() {
cb()
sbtn.state = true
sbtn.SetVisible(sbtn.GetVisible())
})
}
// Deactivate switch widget to inactive state
func (sbtn *SwitchableButton) Deactivate() {
sbtn.onDeactivate()
}
// SetState sets button's state
func (sbtn *SwitchableButton) SetState(state bool) {
sbtn.state = state
sbtn.SetVisible(sbtn.GetVisible())
}
// SetActiveTooltip sets tooltip of active button's
func (sbtn *SwitchableButton) SetActiveTooltip(tooltip *Tooltip) {
sbtn.active.SetTooltip(tooltip)
}
// SetInactiveTooltip sets tooltip of inactive button's
func (sbtn *SwitchableButton) SetInactiveTooltip(tooltip *Tooltip) {
sbtn.inactive.SetTooltip(tooltip)
}
// SetPosition sets widget's position
func (sbtn *SwitchableButton) SetPosition(x, y int) {
sbtn.BaseWidget.SetPosition(x, y)
sbtn.active.SetPosition(x, y)
sbtn.inactive.SetPosition(x, y)
}
// GetSize returns current button's size
func (sbtn *SwitchableButton) GetSize() (x, y int) {
if sbtn.state {
x, y = sbtn.active.GetSize()
} else {
x, y = sbtn.inactive.GetSize()
}
return x, y
}
// SetEnabled sets button's enabled
func (sbtn *SwitchableButton) SetEnabled(enabled bool) {
sbtn.active.SetEnabled(enabled)
sbtn.inactive.SetEnabled(enabled)
}
// GetEnabled returns true if current switcher position is enabled
func (sbtn *SwitchableButton) GetEnabled() bool {
if sbtn.state {
return sbtn.active.GetEnabled()
}
return sbtn.inactive.GetEnabled()
}
// SetDisabledColor sets switcher's disabled color
func (sbtn *SwitchableButton) SetDisabledColor(color uint32) {
sbtn.active.buttonLayout.DisabledColor = color
sbtn.inactive.buttonLayout.DisabledColor = color
}
// Advance advances widget
func (sbtn *SwitchableButton) Advance(_ float64) error {
// noop
return nil
}
// Render renders widget
func (sbtn *SwitchableButton) Render(target d2interface.Surface) {
if sbtn.active.GetVisible() {
sbtn.active.Render(target)
}
if sbtn.inactive.GetVisible() {
sbtn.inactive.Render(target)
}
}

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@ -223,6 +223,7 @@ func (v *Game) Render(screen d2interface.Surface) {
}
// Advance runs the update logic on the Gameplay screen
// nolint:gocyclo // not need to change
func (v *Game) Advance(elapsed float64) error {
v.soundEngine.Advance(elapsed)
@ -278,6 +279,10 @@ func (v *Game) Advance(elapsed float64) error {
v.soundEnv.Advance(elapsed)
if v.gameControls != nil {
v.gameControls.PartyPanel.UpdatePlayersList(v.gameClient.Players)
}
return nil
}
@ -292,7 +297,7 @@ func (v *Game) bindGameControls() error {
var err error
v.gameControls, err = d2player.NewGameControls(v.asset, v.renderer, player, v.gameClient.MapEngine,
v.escapeMenu, v.mapRenderer, v, v.terminal, v.uiManager, v.keyMap, v.audioProvider, v.logLevel,
v.gameClient.IsSinglePlayer())
v.gameClient.IsSinglePlayer(), v.gameClient.Players)
if err != nil {
return err

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@ -109,6 +109,7 @@ func NewGameControls(
audioProvider d2interface.AudioProvider,
l d2util.LogLevel,
isSinglePlayer bool,
players map[string]*d2mapentity.Player,
) (*GameControls, error) {
var inventoryRecordKey string
@ -172,6 +173,9 @@ func NewGameControls(
inventoryRecord := asset.Records.Layout.Inventory[inventoryRecordKey]
heroStatsPanel := NewHeroStatsPanel(asset, ui, hero.Name(), hero.Class, l, hero.Stats)
PartyPanel := NewPartyPanel(asset, ui, hero.Name(), l, hero, hero.Stats, players)
questLog := NewQuestLog(asset, ui, l, audioProvider, hero.Act)
inventory, err := NewInventory(asset, ui, l, hero.Gold, inventoryRecord)
@ -204,6 +208,7 @@ func NewGameControls(
inventory: inventory,
skilltree: skilltree,
heroStatsPanel: heroStatsPanel,
PartyPanel: PartyPanel,
questLog: questLog,
HelpOverlay: helpOverlay,
keyMap: keyMap,
@ -273,6 +278,7 @@ type GameControls struct {
hud *HUD
skilltree *skillTree
heroStatsPanel *HeroStatsPanel
PartyPanel *PartyPanel
questLog *QuestLog
HelpOverlay *HelpOverlay
bottomMenuRect *d2geom.Rectangle
@ -359,6 +365,10 @@ func (g *GameControls) OnKeyDown(event d2interface.KeyEvent) bool {
g.updateLayout()
case d2enum.ToggleInventoryPanel:
g.toggleInventoryPanel()
case d2enum.TogglePartyPanel:
if !g.isSinglePlayer {
g.togglePartyPanel()
}
case d2enum.ToggleSkillTreePanel:
g.toggleSkilltreePanel()
case d2enum.ToggleCharacterPanel:
@ -493,6 +503,7 @@ func (g *GameControls) OnMouseMove(event d2interface.MouseMoveEvent) bool {
}
g.hud.OnMouseMove(event)
g.PartyPanel.OnMouseMove(event)
return false
}
@ -551,6 +562,7 @@ func (g *GameControls) OnMouseButtonDown(event d2interface.MouseEvent) bool {
func (g *GameControls) clearLeftScreenSide() {
g.heroStatsPanel.Close()
g.PartyPanel.Close()
g.questLog.Close()
g.hud.skillSelectMenu.ClosePanels()
g.hud.miniPanel.SetMovedRight(false)
@ -604,6 +616,10 @@ func (g *GameControls) toggleHeroStatsPanel() {
g.openLeftPanel(g.heroStatsPanel)
}
func (g *GameControls) togglePartyPanel() {
g.openLeftPanel(g.PartyPanel)
}
func (g *GameControls) onCloseHeroStatsPanel() {
}
@ -665,6 +681,7 @@ func (g *GameControls) Load() {
g.inventory.Load()
g.skilltree.load()
g.heroStatsPanel.Load()
g.PartyPanel.Load()
g.questLog.Load()
g.HelpOverlay.Load()
@ -673,6 +690,7 @@ func (g *GameControls) Load() {
miniPanelActions := &miniPanelActions{
characterToggle: g.toggleHeroStatsPanel,
partyToggle: g.togglePartyPanel,
inventoryToggle: g.toggleInventoryPanel,
skilltreeToggle: g.toggleSkilltreePanel,
menuToggle: g.openEscMenu,
@ -687,6 +705,7 @@ func (g *GameControls) Advance(elapsed float64) error {
g.hud.Advance(elapsed)
g.inventory.Advance(elapsed)
g.questLog.Advance(elapsed)
g.PartyPanel.Advance(elapsed)
if err := g.escapeMenu.Advance(elapsed); err != nil {
return err
@ -714,7 +733,7 @@ func (g *GameControls) updateLayout() {
}
func (g *GameControls) isLeftPanelOpen() bool {
return g.heroStatsPanel.IsOpen() || g.questLog.IsOpen() || g.inventory.moveGoldPanel.IsOpen()
return g.heroStatsPanel.IsOpen() || g.PartyPanel.IsOpen() || g.questLog.IsOpen() || g.inventory.moveGoldPanel.IsOpen()
}
func (g *GameControls) isRightPanelOpen() bool {

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@ -0,0 +1,655 @@
package d2player
import (
"log"
"strconv"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const (
lightGreen = 0x18ff00ff
red = 0xff0000ff
lightRed = 0xdb3f3dff
orange = 0xffa800ff
)
const ( // for the dc6 frames
partyPanelTopLeft = iota
partyPanelTopRight
partyPanelBottomLeft
partyPanelBottomRight
)
const ( // for bar's dc6 frames
barLeft = iota
barRight
)
const (
partyPanelOffsetX, partyPanelOffsetY = 80, 64
)
const (
partyPanelCloseButtonX, partyPanelCloseButtonY = 358, 453
partyPanelHeroNameX, partyPanelHeroNameY = 180, 80
)
const (
buttonSize = 19
)
const (
barX, baseBarY = 90, 134
relationshipSwitcherX, baseRelationshipSwitcherY = 95, 150
listeningSwitcherX, baseListeningSwitcherY = 342, 140
seeingSwitcherX, baseSeeingSwitcherY = 365, 140
nameLabelX, baseNameLabelY = 115, 144
nameTooltipX, baseNameTooltipY = 100, 120
classLabelX, baseClassLabelY = 115, 158
levelLabelX, baseLevelLabelY = 386, 160
inviteAcceptButtonX, baseInviteAcceptButtonY = 265, 147
indexOffset = 52
)
// newPartyIndex creates new party index
func (s *PartyPanel) newPartyIndex() *partyIndex {
result := &partyIndex{
asset: s.asset,
me: s.me,
}
nameLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
result.nameTooltip = s.uiManager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, d2ui.TooltipXCenter, d2ui.TooltipYTop)
result.name = nameLabel
classLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
result.class = classLabel
result.nameRect = d2geom.Rectangle{}
levelLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
levelLabel.Alignment = d2ui.HorizontalAlignRight
result.level = levelLabel
relationships := s.createSwitcher(d2enum.PartyButtonRelationshipsFrame)
relationships.SetDisabledColor(lightRed)
result.relationshipsActiveTooltip = s.uiManager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, d2ui.TooltipXCenter, d2ui.TooltipYTop)
result.relationshipsActiveTooltip.SetText(s.asset.TranslateString("strParty7") + "\n" + s.asset.TranslateString("strParty8"))
relationships.SetActiveTooltip(result.relationshipsActiveTooltip)
result.relationshipsInactiveTooltip = s.uiManager.NewTooltip(d2resource.Font16, d2resource.PaletteSky,
d2ui.TooltipXCenter, d2ui.TooltipYTop)
result.relationshipsInactiveTooltip.SetText(s.asset.TranslateString("strParty9") + "\n" + s.asset.TranslateString("strParty8"))
relationships.SetInactiveTooltip(result.relationshipsInactiveTooltip)
result.relationshipSwitcher = relationships
seeing := s.createSwitcher(d2enum.PartyButtonSeeingFrame)
result.seeingActiveTooltip = s.uiManager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, d2ui.TooltipXCenter, d2ui.TooltipYTop)
result.seeingActiveTooltip.SetText(s.asset.TranslateString("strParty19"))
seeing.SetActiveTooltip(result.seeingActiveTooltip)
result.seeingInactiveTooltip = s.uiManager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, d2ui.TooltipXCenter, d2ui.TooltipYTop)
result.seeingInactiveTooltip.SetText(s.asset.TranslateString("strParty22"))
seeing.SetInactiveTooltip(result.seeingInactiveTooltip)
result.seeingSwitcher = seeing
listening := s.createSwitcher(d2enum.PartyButtonListeningFrame)
result.listeningActiveTooltip = s.uiManager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, d2ui.TooltipXCenter, d2ui.TooltipYTop)
result.listeningActiveTooltip.SetText(s.asset.TranslateString("strParty17") + "\n" + s.asset.TranslateString("strParty18"))
listening.SetActiveTooltip(result.listeningActiveTooltip)
result.listeningInactiveTooltip = s.uiManager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, d2ui.TooltipXCenter, d2ui.TooltipYTop)
result.listeningInactiveTooltip.SetText(s.asset.TranslateString("strParty11") + "\n" + s.asset.TranslateString("strParty16"))
listening.SetInactiveTooltip(result.listeningInactiveTooltip)
result.listeningSwitcher = listening
result.inviteAcceptButton = s.uiManager.NewButton(d2ui.ButtonTypePartyButton, s.asset.TranslateString("Invite"))
result.inviteAcceptButton.SetVisible(false)
return result
}
// partyIndex represents a party index
type partyIndex struct {
asset *d2asset.AssetManager
me *d2mapentity.Player
hero *d2mapentity.Player
name *d2ui.Label
nameTooltip *d2ui.Tooltip
nameRect d2geom.Rectangle
class *d2ui.Label
level *d2ui.Label
relationshipSwitcher *d2ui.SwitchableButton
relationshipsActiveTooltip *d2ui.Tooltip
relationshipsInactiveTooltip *d2ui.Tooltip
seeingSwitcher *d2ui.SwitchableButton
seeingActiveTooltip *d2ui.Tooltip
seeingInactiveTooltip *d2ui.Tooltip
listeningSwitcher *d2ui.SwitchableButton
listeningActiveTooltip *d2ui.Tooltip
listeningInactiveTooltip *d2ui.Tooltip
inviteAcceptButton *d2ui.Button
relationships d2enum.PlayersRelationships
}
func (pi *partyIndex) setNameTooltipText() {
switch pi.relationships {
case d2enum.PlayerRelationNeutral, d2enum.PlayerRelationFriend:
pi.nameTooltip.SetText(pi.asset.TranslateString("Party17"))
case d2enum.PlayerRelationEnemy:
pi.nameTooltip.SetText(pi.asset.TranslateString("Party12"))
}
}
// setColor sets appropriate labels' colors
func (pi *partyIndex) setColor(relations d2enum.PlayersRelationships) {
var color = d2util.Color(white)
switch relations {
case d2enum.PlayerRelationEnemy:
color = d2util.Color(red)
pi.relationshipSwitcher.SetState(false)
case d2enum.PlayerRelationFriend:
color = d2util.Color(lightGreen)
case d2enum.PlayerRelationNeutral:
if pi.CanGoHostile() {
color = d2util.Color(white)
} else {
color = d2util.Color(orange)
pi.relationshipSwitcher.SetEnabled(false)
}
}
pi.name.Color[0] = color
pi.class.Color[0] = color
pi.level.Color[0] = color
}
// setPositions sets party-index's position to given
func (pi *partyIndex) setPositions(idx int) {
var w, h int
pi.name.SetPosition(nameLabelX, baseNameLabelY+indexOffset*idx)
pi.nameTooltip.SetPosition(nameTooltipX, baseNameTooltipY+indexOffset*idx)
pi.class.SetPosition(classLabelX, baseClassLabelY+indexOffset*idx)
pi.level.SetPosition(levelLabelX, baseLevelLabelY+indexOffset*idx)
w, h1 := pi.class.GetSize()
_, h = pi.name.GetSize()
pi.nameRect = d2geom.Rectangle{
Left: nameLabelX,
Top: baseNameLabelY + idx*indexOffset,
Width: w,
Height: h + h1,
}
pi.relationshipSwitcher.SetPosition(relationshipSwitcherX, baseRelationshipSwitcherY+indexOffset*idx)
_, h = pi.relationshipsActiveTooltip.GetSize()
pi.relationshipsActiveTooltip.SetPosition(relationshipSwitcherX+buttonSize, baseRelationshipSwitcherY+idx*indexOffset-h)
_, h = pi.relationshipsInactiveTooltip.GetSize()
pi.relationshipsInactiveTooltip.SetPosition(relationshipSwitcherX+buttonSize, baseRelationshipSwitcherY+idx*indexOffset-h)
pi.seeingSwitcher.SetPosition(seeingSwitcherX, baseSeeingSwitcherY+idx*indexOffset)
_, h = pi.seeingActiveTooltip.GetSize()
pi.seeingActiveTooltip.SetPosition(seeingSwitcherX+buttonSize, baseSeeingSwitcherY+idx*indexOffset-h)
_, h = pi.seeingInactiveTooltip.GetSize()
pi.seeingInactiveTooltip.SetPosition(seeingSwitcherX+buttonSize, baseSeeingSwitcherY+idx*indexOffset-h)
pi.listeningSwitcher.SetPosition(listeningSwitcherX, baseListeningSwitcherY+idx*indexOffset)
_, h = pi.listeningActiveTooltip.GetSize()
pi.listeningActiveTooltip.SetPosition(listeningSwitcherX+buttonSize, baseListeningSwitcherY+idx*indexOffset-h)
_, h = pi.listeningInactiveTooltip.GetSize()
pi.listeningInactiveTooltip.SetPosition(listeningSwitcherX+buttonSize, baseListeningSwitcherY+idx*indexOffset-h)
pi.inviteAcceptButton.SetPosition(inviteAcceptButtonX, baseInviteAcceptButtonY+idx*indexOffset)
}
func (pi *partyIndex) CanGoHostile() bool {
return pi.hero.Stats.Level >= d2enum.PlayersHostileLevel && pi.me.Stats.Level >= d2enum.PlayersHostileLevel
}
// NewPartyPanel creates a new party panel
func NewPartyPanel(asset *d2asset.AssetManager,
ui *d2ui.UIManager,
heroName string,
l d2util.LogLevel,
me *d2mapentity.Player,
heroState *d2hero.HeroStatsState,
players map[string]*d2mapentity.Player) *PartyPanel {
log.Print("OpenDiablo2 - Party Panel - development")
originX := 0
originY := 0
pp := &PartyPanel{
asset: asset,
uiManager: ui,
originX: originX,
originY: originY,
heroState: heroState,
heroName: heroName,
labels: &StatsPanelLabels{},
barX: barX,
barY: baseBarY,
players: players,
me: me,
}
var partyIndexes [d2enum.MaxPlayersInGame]*partyIndex
var indexes [d2enum.MaxPlayersInGame]*d2ui.WidgetGroup
for i := 0; i < d2enum.MaxPlayersInGame; i++ {
partyIndexes[i] = pp.newPartyIndex()
indexes[i] = pp.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
}
pp.partyIndexes = partyIndexes
pp.Logger = d2util.NewLogger()
pp.Logger.SetLevel(l)
pp.Logger.SetPrefix(logPrefix)
return pp
}
// PartyPanel represents the party panel
type PartyPanel struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
panel *d2ui.Sprite
bar *d2ui.Sprite
heroState *d2hero.HeroStatsState
heroName string
labels *StatsPanelLabels
onCloseCb func()
panelGroup *d2ui.WidgetGroup
partyIndexes [d2enum.MaxPlayersInGame]*partyIndex
indexes [d2enum.MaxPlayersInGame]*d2ui.WidgetGroup
players map[string]*d2mapentity.Player
me *d2mapentity.Player
originX int
originY int
isOpen bool
barX int
barY int
*d2util.Logger
}
// Load the data for the hero status panel
func (s *PartyPanel) Load() {
var err error
var w, h int
// create widgetGroups
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
for i := 0; i < d2enum.MaxPlayersInGame; i++ {
s.indexes[i] = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
}
// create frame
frame := s.uiManager.NewUIFrame(d2ui.FrameLeft)
s.panelGroup.AddWidget(frame)
s.panel, err = s.uiManager.NewSprite(d2resource.PartyPanel, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
// create panel
w, h = frame.GetSize()
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticPanelFrames, w, h)
s.panelGroup.AddWidget(staticPanel)
// create close button
closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
closeButton.SetVisible(false)
closeButton.SetPosition(partyPanelCloseButtonX, partyPanelCloseButtonY)
closeButton.OnActivated(func() { s.Close() })
s.panelGroup.AddWidget(closeButton)
// our name label
heroName := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
heroName.SetText(s.heroName)
heroName.SetPosition(partyPanelHeroNameX, partyPanelHeroNameY)
heroName.Alignment = d2ui.HorizontalAlignCenter
s.panelGroup.AddWidget(heroName)
// create WidgetGroups of party indexes
for n, i := range s.partyIndexes {
s.indexes[n].AddWidget(i.name)
s.indexes[n].AddWidget(i.class)
s.indexes[n].AddWidget(i.relationshipSwitcher)
s.indexes[n].AddWidget(i.seeingSwitcher)
s.indexes[n].AddWidget(i.listeningSwitcher)
s.indexes[n].AddWidget(i.level)
s.indexes[n].AddWidget(i.inviteAcceptButton)
}
// create bar
s.bar, err = s.uiManager.NewSprite(d2resource.PartyBar, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
w, h = s.bar.GetCurrentFrameSize()
v := s.uiManager.NewCustomWidget(s.renderBar, w, h)
s.panelGroup.AddWidget(v)
s.setBarPosition()
s.panelGroup.SetVisible(false)
}
// createSwitcher creates party-panel switcher using frame given
func (s *PartyPanel) createSwitcher(frame int) *d2ui.SwitchableButton {
active := s.uiManager.NewDefaultButton(d2resource.PartyBoxes, frame)
inactive := s.uiManager.NewDefaultButton(d2resource.PartyBoxes, frame+d2enum.PartyButtonNextButtonFrame)
switcher := s.uiManager.NewSwitchableButton(active, inactive, true)
switcher.SetVisible(false)
return switcher
}
// IsOpen returns true if the hero status panel is open
func (s *PartyPanel) IsOpen() bool {
return s.isOpen
}
// Toggle toggles the visibility of the hero status panel
func (s *PartyPanel) Toggle() {
if s.isOpen {
s.Close()
} else {
s.Open()
}
}
// Open opens the hero status panel
func (s *PartyPanel) Open() {
s.isOpen = true
s.panelGroup.SetVisible(true)
for n, i := range s.indexes {
if s.partyIndexes[n].hero != nil {
i.SetVisible(true)
}
}
}
// Close closed the hero status panel
func (s *PartyPanel) Close() {
s.isOpen = false
s.panelGroup.SetVisible(false)
for _, i := range s.indexes {
i.SetVisible(false)
}
}
// SetOnCloseCb the callback run on closing the PartyPanel
func (s *PartyPanel) SetOnCloseCb(cb func()) {
s.onCloseCb = cb
}
// AddPlayer adds a new player to the party panel
func (s *PartyPanel) AddPlayer(player *d2mapentity.Player, relations d2enum.PlayersRelationships) {
idx := 0
// search for free index
for n, i := range s.partyIndexes {
if i.hero == nil {
idx = n
break
}
}
s.partyIndexes[idx].hero = player
s.partyIndexes[idx].name.SetText(player.Name())
s.partyIndexes[idx].class.SetText(s.asset.TranslateString(player.Class.String()))
s.partyIndexes[idx].level.SetText(s.asset.TranslateString("Level") + ":" + strconv.Itoa(player.Stats.Level))
s.partyIndexes[idx].relationships = relations
s.partyIndexes[idx].setColor(relations)
s.partyIndexes[idx].setPositions(idx)
s.partyIndexes[idx].setNameTooltipText()
}
// DeletePlayer deletes player from PartyIndexes
func (s *PartyPanel) DeletePlayer(player *d2mapentity.Player) bool {
for n, i := range s.partyIndexes {
if i.hero == player {
s.Debugf("removing player at index %d", n)
s.partyIndexes[n].hero = nil
s.Sort()
return true
}
}
return false
}
// Sort sorts party indexes
func (s *PartyPanel) Sort() {
var emptySlots []*partyIndex
var emptySlotsNumbers []int
var fullSlots []*partyIndex
var fullSlotsNumbers []int
// split s.partyIndexes to empty and non-empty
for n, i := range s.partyIndexes {
if i.hero == nil {
emptySlots = append(emptySlots, i)
emptySlotsNumbers = append(emptySlotsNumbers, n)
} else {
fullSlots = append(fullSlots, i)
fullSlotsNumbers = append(fullSlotsNumbers, n)
}
}
// adds non-empty indexes befor empty indexes
for n, i := range fullSlots {
s.partyIndexes[n] = i
}
// adds empty indexes
for n, i := range emptySlots {
s.partyIndexes[len(fullSlots)+n] = i
}
// sorts widget groups
var sortedWG [d2enum.MaxPlayersInGame]*d2ui.WidgetGroup
// first add non empty WG's
for n, i := range fullSlotsNumbers {
sortedWG[n] = s.indexes[i]
}
// after that, adds empty WG's
for n, i := range emptySlotsNumbers {
sortedWG[len(fullSlotsNumbers)+n] = s.indexes[i]
}
// overwrite existing order
s.indexes = sortedWG
// sets appropriate positions
for n, i := range s.partyIndexes {
if i.hero != nil {
i.setPositions(n)
}
}
}
// IsInPanel returns true if player given already exists in panel
func (s *PartyPanel) IsInPanel(player *d2mapentity.Player) bool {
for _, i := range s.partyIndexes {
if i.hero == player {
return true
}
}
return false
}
// IsMe returns true if player given is "me"
func (s *PartyPanel) IsMe(player *d2mapentity.Player) bool {
return player == s.me
}
// setBarPosition sets party-panel bar's position
func (s *PartyPanel) setBarPosition() {
for n, i := range s.partyIndexes {
currentN := n
if i.hero == nil {
s.barX, s.barY = barX, baseBarY+currentN*indexOffset
break
}
}
}
// UpdatePanel updates panel indexes with players list
func (s *PartyPanel) UpdatePanel() {
for _, i := range s.players {
if !s.IsInPanel(i) && !s.IsMe(i) {
s.AddPlayer(i, d2enum.PlayerRelationNeutral)
// we need to switch all hidden widgets to be visible
// s.Open contains appropriate code to do that.
if s.IsOpen() {
s.Open()
}
}
}
}
// UpdatePlayersList updates internal players list
func (s *PartyPanel) UpdatePlayersList(list map[string]*d2mapentity.Player) {
s.players = list
}
// Advance advances panel
func (s *PartyPanel) Advance(_ float64) {
if !s.IsOpen() {
return
}
s.UpdatePanel()
}
// OnMouseMove handles mouse movement events
func (s *PartyPanel) OnMouseMove(event d2interface.MouseMoveEvent) bool {
mx, my := event.X(), event.Y()
for _, i := range s.partyIndexes {
// Mouse over a game control element
if i.nameRect.IsInRect(mx, my) {
i.nameTooltip.SetVisible(true)
} else {
i.nameTooltip.SetVisible(false)
}
}
return true
}
// nolint:dupl // see quest_log.go.renderStaticPanelFrames comment
func (s *PartyPanel) renderStaticPanelFrames(target d2interface.Surface) {
frames := []int{
partyPanelTopLeft,
partyPanelTopRight,
partyPanelBottomRight,
partyPanelBottomLeft,
}
currentX := s.originX + partyPanelOffsetX
currentY := s.originY + partyPanelOffsetY
for _, frameIndex := range frames {
if err := s.panel.SetCurrentFrame(frameIndex); err != nil {
s.Error(err.Error())
}
w, h := s.panel.GetCurrentFrameSize()
switch frameIndex {
case statsPanelTopLeft:
s.panel.SetPosition(currentX, currentY+h)
currentX += w
case statsPanelTopRight:
s.panel.SetPosition(currentX, currentY+h)
currentY += h
case statsPanelBottomRight:
s.panel.SetPosition(currentX, currentY+h)
case statsPanelBottomLeft:
s.panel.SetPosition(currentX-w, currentY+h)
}
s.panel.Render(target)
}
}
// renderBar renders party panel's bar
func (s *PartyPanel) renderBar(target d2interface.Surface) {
frames := []int{
barLeft,
barRight,
}
currentX := s.originX + s.barX
currentY := s.originY + s.barY
for _, frameIndex := range frames {
if err := s.bar.SetCurrentFrame(frameIndex); err != nil {
s.Error(err.Error())
}
w, h := s.bar.GetCurrentFrameSize()
switch frameIndex {
case statsPanelTopLeft:
s.bar.SetPosition(currentX, currentY)
currentX += w
case statsPanelTopRight:
s.bar.SetPosition(currentX, currentY)
currentY += h
}
s.bar.Render(target)
}
}