package d2gamescreen import ( "fmt" "image/color" "log" "math" "os" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2map/d2mapentity" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2screen" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" "github.com/OpenDiablo2/OpenDiablo2/d2networking/d2client/d2clientconnectiontype" ) // CharacterSelect represents the character select screen type CharacterSelect struct { asset *d2asset.AssetManager *d2mapentity.MapEntityFactory *d2hero.HeroStateFactory background *d2ui.Sprite newCharButton *d2ui.Button convertCharButton *d2ui.Button deleteCharButton *d2ui.Button exitButton *d2ui.Button okButton *d2ui.Button deleteCharCancelButton *d2ui.Button deleteCharOkButton *d2ui.Button selectionBox *d2ui.Sprite okCancelBox *d2ui.Sprite d2HeroTitle *d2ui.Label deleteCharConfirmLabel *d2ui.Label charScrollbar *d2ui.Scrollbar characterNameLabel [8]*d2ui.Label characterStatsLabel [8]*d2ui.Label characterExpLabel [8]*d2ui.Label characterImage [8]*d2mapentity.Player gameStates []*d2hero.HeroState selectedCharacter int tickTimer float64 storedTickTimer float64 showDeleteConfirmation bool connectionType d2clientconnectiontype.ClientConnectionType connectionHost string uiManager *d2ui.UIManager inputManager d2interface.InputManager audioProvider d2interface.AudioProvider renderer d2interface.Renderer navigator d2interface.Navigator } // CreateCharacterSelect creates the character select screen and returns a pointer to it func CreateCharacterSelect( navigator d2interface.Navigator, asset *d2asset.AssetManager, renderer d2interface.Renderer, inputManager d2interface.InputManager, audioProvider d2interface.AudioProvider, ui *d2ui.UIManager, connectionType d2clientconnectiontype.ClientConnectionType, connectionHost string, ) *CharacterSelect { playerStateFactory, _ := d2hero.NewHeroStateFactory(asset) // TODO: handle errors entityFactory, _ := d2mapentity.NewMapEntityFactory(asset) return &CharacterSelect{ selectedCharacter: -1, asset: asset, MapEntityFactory: entityFactory, renderer: renderer, connectionType: connectionType, connectionHost: connectionHost, inputManager: inputManager, audioProvider: audioProvider, navigator: navigator, uiManager: ui, HeroStateFactory: playerStateFactory, } } const ( tenPercent = 0.1 * iota twentyPercent thirtyPercent fourtyPercent fiftyPercent sixtyPercent seventyPercent eightyPercent ninetyPercent ) const ( rootLabelOffsetX = 115 rootLabelOffsetY = 100 labelHeight = 15 ) const ( selectionBoxNumColumns = 2 selectionBoxNumRows = 4 selectionBoxWidth = 272 selectionBoxHeight = 92 selectionBoxOffsetX = 37 selectionBoxOffsetY = 86 selectionBoxImageOffsetX = 40 selectionBoxImageOffsetY = 50 ) const ( blackHalfOpacity = 0x0000007f lightBrown = 0xbca88cff lightGreen = 0x18ff00ff ) const ( screenWidth = 800 screenHeight = 600 ) const ( newCharBtnX, newCharBtnY = 33, 468 convertCharBtnX, convertCharBtnY = 233, 468 deleteCharBtnX, deleteCharBtnY = 433, 468 deleteCancelX, deleteCancelY = 282, 308 deleteOkX, deleteOkY = 422, 308 exitBtnX, exitBtnY = 33, 537 okBtnX, okBtnY = 625, 537 ) const ( doubleClickTime = 1.25 ) // OnLoad loads the resources for the Character Select screen func (v *CharacterSelect) OnLoad(loading d2screen.LoadingState) { var err error v.audioProvider.PlayBGM(d2resource.BGMTitle) if err := v.inputManager.BindHandler(v); err != nil { fmt.Println("failed to add Character Select screen as event handler") } loading.Progress(tenPercent) bgX, bgY := 0, 0 v.background, err = v.uiManager.NewSprite(d2resource.CharacterSelectionBackground, d2resource.PaletteSky) if err != nil { log.Print(err) } v.background.SetPosition(bgX, bgY) v.createButtons(loading) heroTitleX, heroTitleY := 320, 23 v.d2HeroTitle = v.uiManager.NewLabel(d2resource.Font42, d2resource.PaletteUnits) v.d2HeroTitle.SetPosition(heroTitleX, heroTitleY) v.d2HeroTitle.Alignment = d2gui.HorizontalAlignCenter loading.Progress(thirtyPercent) v.deleteCharConfirmLabel = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) lines := "Are you sure that you want\nto delete this character?\nTake note: this will delete all\nversions of this Character." v.deleteCharConfirmLabel.SetText(lines) v.deleteCharConfirmLabel.Alignment = d2gui.HorizontalAlignCenter deleteConfirmX, deleteConfirmY := 400, 185 v.deleteCharConfirmLabel.SetPosition(deleteConfirmX, deleteConfirmY) v.selectionBox, err = v.uiManager.NewSprite(d2resource.CharacterSelectionSelectBox, d2resource.PaletteSky) if err != nil { log.Print(err) } selBoxX, selBoxY := 37, 86 v.selectionBox.SetPosition(selBoxX, selBoxY) v.okCancelBox, err = v.uiManager.NewSprite(d2resource.PopUpOkCancel, d2resource.PaletteFechar) if err != nil { log.Print(err) } okCancelX, okCancelY := 270, 175 v.okCancelBox.SetPosition(okCancelX, okCancelY) scrollBarX, scrollBarY, scrollBarHeight := 586, 87, 369 v.charScrollbar = v.uiManager.NewScrollbar(scrollBarX, scrollBarY, scrollBarHeight) v.charScrollbar.OnActivated(func() { v.onScrollUpdate() }) loading.Progress(fiftyPercent) for i := 0; i < 8; i++ { offsetX, offsetY := rootLabelOffsetX, rootLabelOffsetY+((i/2)*95) if i&1 > 0 { offsetX = 385 } v.characterNameLabel[i] = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) v.characterNameLabel[i].SetPosition(offsetX, offsetY) v.characterNameLabel[i].Color[0] = rgbaColor(lightBrown) offsetY += labelHeight v.characterStatsLabel[i] = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteUnits) v.characterStatsLabel[i].SetPosition(offsetX, offsetY) offsetY += labelHeight v.characterExpLabel[i] = v.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteStatic) v.characterExpLabel[i].SetPosition(offsetX, offsetY) v.characterExpLabel[i].Color[0] = rgbaColor(lightGreen) } v.refreshGameStates() } func rgbaColor(rgba uint32) color.RGBA { result := color.RGBA{} a, b, g, r := 0, 1, 2, 3 byteWidth := 8 byteMask := 0xff for idx := 0; idx < 4; idx++ { shift := idx * byteWidth component := uint8(rgba>>shift) & uint8(byteMask) switch idx { case a: result.A = component case b: result.B = component case g: result.G = component case r: result.R = component } } return result } func (v *CharacterSelect) createButtons(loading d2screen.LoadingState) { v.newCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall, "CREATE NEW\nCHARACTER") v.newCharButton.SetPosition(newCharBtnX, newCharBtnY) v.newCharButton.OnActivated(func() { v.onNewCharButtonClicked() }) v.convertCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall, "CONVERT TO\nEXPANSION") v.convertCharButton.SetPosition(convertCharBtnX, convertCharBtnY) v.convertCharButton.SetEnabled(false) v.deleteCharButton = v.uiManager.NewButton(d2ui.ButtonTypeTall, "DELETE\nCHARACTER") v.deleteCharButton.OnActivated(func() { v.onDeleteCharButtonClicked() }) v.deleteCharButton.SetPosition(deleteCharBtnX, deleteCharBtnY) v.exitButton = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "EXIT") v.exitButton.SetPosition(exitBtnX, exitBtnY) v.exitButton.OnActivated(func() { v.onExitButtonClicked() }) loading.Progress(twentyPercent) v.deleteCharCancelButton = v.uiManager.NewButton(d2ui.ButtonTypeOkCancel, "NO") v.deleteCharCancelButton.SetPosition(deleteCancelX, deleteCancelY) v.deleteCharCancelButton.SetVisible(false) v.deleteCharCancelButton.OnActivated(func() { v.onDeleteCharacterCancelClicked() }) v.deleteCharOkButton = v.uiManager.NewButton(d2ui.ButtonTypeOkCancel, "YES") v.deleteCharOkButton.SetPosition(deleteOkX, deleteOkY) v.deleteCharOkButton.SetVisible(false) v.deleteCharOkButton.OnActivated(func() { v.onDeleteCharacterConfirmClicked() }) v.okButton = v.uiManager.NewButton(d2ui.ButtonTypeMedium, "OK") v.okButton.SetPosition(okBtnX, okBtnY) v.okButton.OnActivated(func() { v.onOkButtonClicked() }) } func (v *CharacterSelect) onScrollUpdate() { v.moveSelectionBox() v.updateCharacterBoxes() } func (v *CharacterSelect) updateCharacterBoxes() { expText := "EXPANSION CHARACTER" for i := 0; i < 8; i++ { idx := i + (v.charScrollbar.GetCurrentOffset() * 2) if idx >= len(v.gameStates) { v.characterNameLabel[i].SetText("") v.characterStatsLabel[i].SetText("") v.characterExpLabel[i].SetText("") v.characterImage[i] = nil continue } heroName := v.gameStates[idx].HeroName heroInfo := "Level 1 " + v.gameStates[idx].HeroType.String() v.characterNameLabel[i].SetText(d2ui.ColorTokenize(heroName, d2ui.ColorTokenGold)) v.characterStatsLabel[i].SetText(d2ui.ColorTokenize(heroInfo, d2ui.ColorTokenWhite)) v.characterExpLabel[i].SetText(d2ui.ColorTokenize(expText, d2ui.ColorTokenGreen)) heroType := v.gameStates[idx].HeroType equipment := v.DefaultHeroItems[heroType] // TODO: Generate or load the object from the actual player data... v.characterImage[i] = v.NewPlayer("", "", 0, 0, 0, v.gameStates[idx].HeroType, v.gameStates[idx].Stats, v.gameStates[idx].Skills, &equipment, ) } } func (v *CharacterSelect) onNewCharButtonClicked() { v.navigator.ToSelectHero(v.connectionType, v.connectionHost) } func (v *CharacterSelect) onExitButtonClicked() { v.navigator.ToMainMenu() } // Render renders the Character Select screen func (v *CharacterSelect) Render(screen d2interface.Surface) error { if err := v.background.RenderSegmented(screen, 4, 3, 0); err != nil { return err } v.d2HeroTitle.Render(screen) actualSelectionIndex := v.selectedCharacter - (v.charScrollbar.GetCurrentOffset() * 2) if v.selectedCharacter > -1 && actualSelectionIndex >= 0 && actualSelectionIndex < 8 { if err := v.selectionBox.RenderSegmented(screen, 2, 1, 0); err != nil { return err } } for i := 0; i < 8; i++ { idx := i + (v.charScrollbar.GetCurrentOffset() * 2) if idx >= len(v.gameStates) { continue } v.characterNameLabel[i].Render(screen) v.characterStatsLabel[i].Render(screen) v.characterExpLabel[i].Render(screen) charImgX := v.characterNameLabel[i].X - selectionBoxImageOffsetX charImgY := v.characterNameLabel[i].Y + selectionBoxImageOffsetY screen.PushTranslation(charImgX, charImgY) v.characterImage[i].Render(screen) screen.Pop() } if v.showDeleteConfirmation { screen.DrawRect(screenWidth, screenHeight, rgbaColor(blackHalfOpacity)) if err := v.okCancelBox.RenderSegmented(screen, 2, 1, 0); err != nil { return err } v.deleteCharConfirmLabel.Render(screen) } return nil } func (v *CharacterSelect) moveSelectionBox() { if v.selectedCharacter == -1 { v.d2HeroTitle.SetText("") return } bw := 272 bh := 92 selectedIndex := v.selectedCharacter - (v.charScrollbar.GetCurrentOffset() * 2) selBoxX := selectionBoxOffsetX + ((selectedIndex & 1) * bw) selBoxY := selectionBoxOffsetY + (bh * (selectedIndex / 2)) v.selectionBox.SetPosition(selBoxX, selBoxY) v.d2HeroTitle.SetText(v.gameStates[v.selectedCharacter].HeroName) } // OnMouseButtonDown is called when a mouse button is clicked func (v *CharacterSelect) OnMouseButtonDown(event d2interface.MouseEvent) bool { if !v.showDeleteConfirmation { if event.Button() == d2enum.MouseButtonLeft { mx, my := event.X(), event.Y() bw := selectionBoxWidth bh := selectionBoxHeight localMouseX := mx - selectionBoxOffsetX localMouseY := my - selectionBoxOffsetY // if Mouse is within character selection bounds. if localMouseX > 0 && localMouseX < bw*2 && localMouseY >= 0 && localMouseY < bh*4 { adjustY := localMouseY / bh // sets current verticle index for selected character in left column. selectedIndex := adjustY * selectionBoxNumColumns // if selected character in left column should be in right column, add 1. if localMouseX > bw { selectedIndex++ } // Make sure selection takes the scrollbar into account to make proper selection. if (v.charScrollbar.GetCurrentOffset()*2)+selectedIndex < len(v.gameStates) { selectedIndex = (v.charScrollbar.GetCurrentOffset() * 2) + selectedIndex } // if the selection box didn't move, check if it was a double click, otherwise set selectedCharacter to // selectedIndex and move selection box over both. if v.selectedCharacter == selectedIndex { // We clicked twice within character selection box within v.doubleClickTime seconds. if (v.tickTimer - v.storedTickTimer) < doubleClickTime { v.onOkButtonClicked() } } else if selectedIndex < len(v.gameStates) { v.selectedCharacter = selectedIndex v.moveSelectionBox() } // Keep track of when we last clicked so we can determine if we double clicked a character. v.storedTickTimer = v.tickTimer } return true } } return false } // Advance runs the update logic on the Character Select screen func (v *CharacterSelect) Advance(tickTime float64) error { for _, hero := range v.characterImage { if hero != nil { v.tickTimer += tickTime hero.Advance(tickTime) } } return nil } func (v *CharacterSelect) onDeleteCharButtonClicked() { v.toggleDeleteCharacterDialog(true) } func (v *CharacterSelect) onDeleteCharacterConfirmClicked() { err := os.Remove(v.gameStates[v.selectedCharacter].FilePath) if err != nil { log.Print(err) } v.charScrollbar.SetCurrentOffset(0) v.refreshGameStates() v.toggleDeleteCharacterDialog(false) v.deleteCharButton.SetEnabled(len(v.gameStates) > 0) v.okButton.SetEnabled(len(v.gameStates) > 0) } func (v *CharacterSelect) onDeleteCharacterCancelClicked() { v.toggleDeleteCharacterDialog(false) } func (v *CharacterSelect) toggleDeleteCharacterDialog(showDialog bool) { v.showDeleteConfirmation = showDialog v.okButton.SetEnabled(!showDialog) v.deleteCharButton.SetEnabled(!showDialog) v.exitButton.SetEnabled(!showDialog) v.newCharButton.SetEnabled(!showDialog) v.deleteCharOkButton.SetVisible(showDialog) v.deleteCharCancelButton.SetVisible(showDialog) } func (v *CharacterSelect) refreshGameStates() { gameStates, err := v.HeroStateFactory.GetAllHeroStates() if err == nil { v.gameStates = gameStates } v.updateCharacterBoxes() if len(v.gameStates) > 0 { v.selectedCharacter = 0 numStates := selectionBoxNumColumns * selectionBoxNumRows byHalf := 2.0 v.d2HeroTitle.SetText(v.gameStates[0].HeroName) v.charScrollbar.SetMaxOffset(int(math.Ceil(float64(len(v.gameStates)-numStates) / byHalf))) } else { v.selectedCharacter = -1 v.charScrollbar.SetMaxOffset(0) } v.moveSelectionBox() } func (v *CharacterSelect) onOkButtonClicked() { v.navigator.ToCreateGame(v.gameStates[v.selectedCharacter].FilePath, v.connectionType, v.connectionHost) } func (v *CharacterSelect) OnUnload() error { if err := v.inputManager.UnbindHandler(v); err != nil { // TODO: hack return err } return nil }