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Commit Graph

11 Commits

Author SHA1 Message Date
gucio321
9ffbf1320c
D2core logger (#934)
* logger for d2audio & d2map

* logger for d2ui e.t.c

* d2inventory now passes on error messages

* no more importing log in d2core

* implemented #925

* added logger to part of d2networking & fixed "need to be changed" comments

* fixed lints

* fixed errors

Co-authored-by: M. Sz <mszeptuch@protonmail.com>
2020-11-21 02:33:22 -08:00
juander-ux
ba5ea334cc
Ui minipanel refactor (#926)
* d2player/hud: Make minipanel button a real ui/button

* d2ui/button: Add implicit tooltips

for now it is only for close buttons.

* d2ui/frame: Add size caluclation

now frame.GetSize() returns meaningful values.

* d2ui/button: Add minipanel button types

* d2ui/hero_stats_panel: Fix cached image being way to big

* d2ui/widget_group: Fix widget groups size calculation

* d2ui/widget_group: Add debug rendering

* d2ui/widget_group: SetVisible() now sets the visibility of the group object

* d2player: Refactor mini_panel

we converted all elements to widgets. Thus rendering from game_controls
is no longer neccessary.

* d2ui/button: Add disabled color to layouts

* d2player/gamecontrols: temp hide minipanel when in esc menu

* d2ui/widget_group: Add OffsetPosition() method

* d2player/mini_panel: Implement moving of minipanel

this only occours when other panels are opened.

* d2player/minipanel: Fix inv/skilltree/char closebuttons

these would screw up the moving of the mini panel.

* Fix linter

* d2player/minipanel: Add tooltips to buttons

* d2player/skilltree: Fix icon rendering
2020-11-16 01:41:01 -08:00
juander
976431c8e5 Revert "d2ui/sprite: Refactor Render() to RenderNoError()"
This reverts commit 77cd538c2f.

Since we removed the return of errors from the Render() method, we no
longer require the RenderNoError() method.
2020-11-11 15:05:04 +01:00
juander
c148941194 d2ui/drawable: Refactor render() method to not return error
this simplifies error handling statements all over the ui code. Before
we had to write:

if err := foo.Render(target); err != nil {
    return err
}

which simplifies now to foo.Render(target)
2020-11-11 14:55:59 +01:00
juander
77cd538c2f d2ui/sprite: Refactor Render() to RenderNoError()
this allows us to create a Render() method that implements the Widget
interface without killing us with linter warnings.
2020-11-09 18:26:32 +01:00
juander
01927d0f3b d2core/d2ui: Add checks to all widgets if they implement Widget
this also adds missing methods to elements not implementing widget. Note
here that we do not enable sprite and label, as this would produce a
crazy amount of linter warnings due to render() requiering error
handling then, which non of the callers handle. Since we remove the
render calls later anyways, we can postpone this static check for now.
2020-11-09 18:13:17 +01:00
juander
881d5f1f71 d2ui: Create default base widget
this encapsulates all the repeating functions defined for all widgets in
the same way, like Set/GetPosition().
2020-11-09 18:13:17 +01:00
gravestench
6e31cfb52a
migrate to ebiten v2.0 API (#860)
* migrate to ebiten v2.0 API

* fixed lint errors
2020-10-28 14:17:42 -04:00
gravestench
a1380bc264
removed all golint lint errors (#833)
* removed all 'golint' type lint errors
2020-10-25 16:23:55 -07:00
gravestench
2704a23289
removed magic numbers from d2ui/frame.go (#784) 2020-10-22 14:27:18 -07:00
juander-ux
e5dae4e5d8
Inital skilltree panel implementation (#782)
* d2ui/UIFrame: Refactor into its own class

it's not useful to have the handling of frames for the
inventory/herostate/skilltree/quest panels individually in each of
those.

* d2ui/button: Fix crash when a buttonlayout was not allowing FrameChange

When AllowFrameChange is false we do not create pressedSurface. So if we
press the button the game will crash.

* d2ui/button: Allow label-only buttons

At least for the skillmenu we need buttons were the graphic size does
not match the buttonsize. So let's render the graphic in there and make
the button label only.

* d2hero/hero_state_factory: Give all heroes their class specific skills

* d2player/gamecontrols: Fix wrong inventory/stats layouts for exp chars

For Druid/Assassin the inventory frame was rendered for a 640x480
resolution. This brings it in line with all other characters.

* d2player: Add inital Skilltree panel

* d2player/game_controls: Enable skilltree

Note here, that the inventory panel and skilltree panel can overlap.

* d2player/skilltree: Add skillicon rendering

Note here, that I couldn't figure out how to render them dark if no
skillpoints are invested.

Signed-off-by: juander <juander@rumtueddeln.de>
2020-10-22 12:54:45 -04:00