package d2player import ( "log" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2input" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" ) type EscapeOption int const ( EscapeOptions = EscapeOption(iota) EscapeSaveExit = EscapeOption(iota) EscapeReturn = EscapeOption(iota) ) type mouseRegion int const ( regAbove = mouseRegion(iota) regIn = mouseRegion(iota) regBelow = mouseRegion(iota) ) // EscapeMenu is the overlay menu shown in-game when pressing Escape type EscapeMenu struct { current EscapeOption isOpen bool labels []d2ui.Label pentLeft *d2ui.Sprite pentRight *d2ui.Sprite selectSound d2audio.SoundEffect // pre-computations pentWidth int pentHeight int textHeight int } // Creates an default instance of the EscapeMenu func NewEscapeMenu() *EscapeMenu { return &EscapeMenu{ labels: make([]d2ui.Label, 0), } } func (m *EscapeMenu) OnLoad() error { m.labels = []d2ui.Label{ d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteSky), d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteSky), d2ui.CreateLabel(d2resource.Font42, d2resource.PaletteSky), } m.labels[EscapeOptions].SetText("OPTIONS") m.labels[EscapeSaveExit].SetText("SAVE AND EXIT GAME") m.labels[EscapeReturn].SetText("RETURN TO GAME") for i := range m.labels { m.labels[i].Alignment = d2ui.LabelAlignCenter } animation, _ := d2asset.LoadAnimation(d2resource.PentSpin, d2resource.PaletteUnits) m.pentLeft, _ = d2ui.LoadSprite(animation) m.pentLeft.SetBlend(false) m.pentLeft.PlayBackward() m.pentRight, _ = d2ui.LoadSprite(animation) m.pentRight.SetBlend(false) m.pentRight.PlayForward() m.pentWidth, m.pentHeight = m.pentLeft.GetFrameBounds() _, m.textHeight = m.labels[EscapeOptions].GetSize() m.selectSound, _ = d2audio.LoadSoundEffect(d2resource.SFXCursorSelect) return nil } func (m *EscapeMenu) Render(target d2render.Surface) error { if !m.isOpen { return nil } tw, _ := target.GetSize() // X Position of the mid-render target. midX := tw / 2 // Y Coordinates for the center of the first option choiceStart := 210 // Y Delta, in pixels, between center of choices choiceDx := 50 // X Delta, in pixels, between center of pentagrams betwPentDist := 275 for i := range m.labels { m.labels[i].SetPosition(midX, choiceStart+i*choiceDx-m.textHeight/2) m.labels[i].Render(target) } m.pentLeft.SetPosition(midX-(betwPentDist+m.pentWidth/2), choiceStart+int(m.current)*choiceDx+m.pentHeight/2) m.pentRight.SetPosition(midX+(betwPentDist-m.pentWidth/2), choiceStart+int(m.current)*choiceDx+m.pentHeight/2) m.pentLeft.Render(target) m.pentRight.Render(target) return nil } func (m *EscapeMenu) Advance(elapsed float64) error { if !m.isOpen { return nil } m.pentLeft.Advance(elapsed) m.pentRight.Advance(elapsed) return nil } func (m *EscapeMenu) IsOpen() bool { return m.isOpen } func (m *EscapeMenu) Toggle() { if !m.isOpen { m.reset() } m.isOpen = !m.isOpen } func (m *EscapeMenu) reset() { m.current = EscapeOptions } func (m *EscapeMenu) OnUpKey() { switch m.current { case EscapeSaveExit: m.current = EscapeOptions case EscapeReturn: m.current = EscapeSaveExit } } func (m *EscapeMenu) OnDownKey() { switch m.current { case EscapeOptions: m.current = EscapeSaveExit case EscapeSaveExit: m.current = EscapeReturn } } func (m *EscapeMenu) OnEnterKey() { m.selectCurrent() } // Moves current selection marker to closes option to mouse. func (m *EscapeMenu) OnMouseMove(event d2input.MouseMoveEvent) bool { if !m.isOpen { return false } lbl := &m.labels[EscapeSaveExit] reg := m.toMouseRegion(event.HandlerEvent, lbl) switch reg { case regAbove: m.current = EscapeOptions case regIn: m.current = EscapeSaveExit case regBelow: m.current = EscapeReturn } return false } // Allows user to click on menu options in Y coord. of mouse is over label. func (m *EscapeMenu) OnMouseButtonDown(event d2input.MouseEvent) bool { if !m.isOpen { return false } lbl := &m.labels[EscapeOptions] if m.toMouseRegion(event.HandlerEvent, lbl) == regIn { m.current = EscapeOptions m.selectCurrent() return false } lbl = &m.labels[EscapeSaveExit] if m.toMouseRegion(event.HandlerEvent, lbl) == regIn { m.current = EscapeSaveExit m.selectCurrent() return false } lbl = &m.labels[EscapeReturn] if m.toMouseRegion(event.HandlerEvent, lbl) == regIn { m.current = EscapeReturn m.selectCurrent() return false } return false } func (m *EscapeMenu) selectCurrent() { switch m.current { case EscapeOptions: m.onOptions() m.selectSound.Play() case EscapeSaveExit: m.onSaveAndExit() m.selectSound.Play() case EscapeReturn: m.onReturnToGame() m.selectSound.Play() } } // User clicked on "OPTIONS" func (m *EscapeMenu) onOptions() error { log.Println("OPTIONS Clicked from Escape Menu") return nil } // User clicked on "SAVE AND EXIT" func (m *EscapeMenu) onSaveAndExit() error { log.Println("SAVE AND EXIT GAME Clicked from Escape Menu") return nil } // User clicked on "RETURN TO GAME" func (m *EscapeMenu) onReturnToGame() error { m.Toggle() return nil } // Where is the Y coordinate of the mouse compared to this label. func (m *EscapeMenu) toMouseRegion(event d2input.HandlerEvent, lbl *d2ui.Label) mouseRegion { _, h := lbl.GetSize() y := lbl.Y my := event.Y if my < y { return regAbove } if my > (y + h) { return regBelow } return regIn }