package d2player import ( "strconv" "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/d2hero" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui" ) // PanelText represents text on the panel type PanelText struct { X int Y int Height int Text string Font string AlignCenter bool } // StatsPanelLabels represents the labels in the status panel type StatsPanelLabels struct { Level d2ui.Label Experience d2ui.Label NextLevelExp d2ui.Label Strength d2ui.Label Dexterity d2ui.Label Vitality d2ui.Label Energy d2ui.Label Health d2ui.Label MaxHealth d2ui.Label Mana d2ui.Label MaxMana d2ui.Label MaxStamina d2ui.Label Stamina d2ui.Label } // stores all the labels that can change during gameplay(e.g. current level, current hp, mana, etc.) var StatValueLabels = make([]d2ui.Label, 13) // HeroStatsPanel represents the hero status panel type HeroStatsPanel struct { frame *d2ui.Sprite panel *d2ui.Sprite heroState *d2hero.HeroStatsState heroName string heroClass d2enum.Hero renderer d2interface.Renderer staticMenuImageCache *d2interface.Surface labels *StatsPanelLabels originX int originY int isOpen bool } // NewHeroStatsPanel creates a new hero status panel func NewHeroStatsPanel(renderer d2interface.Renderer, heroName string, heroClass d2enum.Hero, heroState *d2hero.HeroStatsState) *HeroStatsPanel { originX := 0 originY := 0 return &HeroStatsPanel{ renderer: renderer, originX: originX, originY: originY, heroState: heroState, heroName: heroName, heroClass: heroClass, labels: &StatsPanelLabels{}, } } // Load loads the data for the hero status panel func (s *HeroStatsPanel) Load() { animation, _ := d2asset.LoadAnimation(d2resource.Frame, d2resource.PaletteSky) s.frame, _ = d2ui.LoadSprite(animation) animation, _ = d2asset.LoadAnimation(d2resource.InventoryCharacterPanel, d2resource.PaletteSky) s.panel, _ = d2ui.LoadSprite(animation) s.initStatValueLabels() } // IsOpen returns true if the hero status panel is open func (s *HeroStatsPanel) IsOpen() bool { return s.isOpen } // Toggle toggles the visibility of the hero status panel func (s *HeroStatsPanel) Toggle() { s.isOpen = !s.isOpen } // Open opens the hero status panel func (s *HeroStatsPanel) Open() { s.isOpen = true } // Close closed the hero status panel func (s *HeroStatsPanel) Close() { s.isOpen = false } // Render renders the hero status panel func (s *HeroStatsPanel) Render(target d2interface.Surface) error { if !s.isOpen { return nil } if s.staticMenuImageCache == nil { frameWidth, frameHeight := s.frame.GetFrameBounds() framesCount := s.frame.GetFrameCount() surface, err := s.renderer.NewSurface(frameWidth*framesCount, frameHeight*framesCount, d2enum.FilterNearest) if err != nil { return err } s.staticMenuImageCache = &surface if err := s.renderStaticMenu(*s.staticMenuImageCache); err != nil { return err } } if err := target.Render(*s.staticMenuImageCache); err != nil { return err } s.renderStatValues(target) return nil } func (s *HeroStatsPanel) renderStaticMenu(target d2interface.Surface) error { x, y := s.originX, s.originY // Frame // Top left if err := s.frame.SetCurrentFrame(0); err != nil { return err } w, h := s.frame.GetCurrentFrameSize() s.frame.SetPosition(x, y+h) if err := s.frame.Render(target); err != nil { return err } x += w y += h // Top right if err := s.frame.SetCurrentFrame(1); err != nil { return err } w, h = s.frame.GetCurrentFrameSize() s.frame.SetPosition(x, s.originY+h) if err := s.frame.Render(target); err != nil { return err } x = s.originX // Right if err := s.frame.SetCurrentFrame(2); err != nil { return err } w, h = s.frame.GetCurrentFrameSize() s.frame.SetPosition(x, y+h) if err := s.frame.Render(target); err != nil { return err } y += h // Bottom left if err := s.frame.SetCurrentFrame(3); err != nil { return err } w, h = s.frame.GetCurrentFrameSize() s.frame.SetPosition(x, y+h) if err := s.frame.Render(target); err != nil { return err } x += w // Bottom right if err := s.frame.SetCurrentFrame(4); err != nil { return err } w, h = s.frame.GetCurrentFrameSize() s.frame.SetPosition(x, y+h) if err := s.frame.Render(target); err != nil { return err } x, y = s.originX, s.originY y += 64 x += 80 // Panel // Top left if err := s.panel.SetCurrentFrame(0); err != nil { return err } w, h = s.panel.GetCurrentFrameSize() s.panel.SetPosition(x, y+h) if err := s.panel.Render(target); err != nil { return err } x += w // Top right if err := s.panel.SetCurrentFrame(1); err != nil { return err } w, h = s.panel.GetCurrentFrameSize() s.panel.SetPosition(x, y+h) if err := s.panel.Render(target); err != nil { return err } y += h // Bottom right if err := s.panel.SetCurrentFrame(3); err != nil { return err } w, h = s.panel.GetCurrentFrameSize() s.panel.SetPosition(x, y+h) if err := s.panel.Render(target); err != nil { return err } // Bottom left if err := s.panel.SetCurrentFrame(2); err != nil { return err } w, h = s.panel.GetCurrentFrameSize() s.panel.SetPosition(x-w, y+h) if err := s.panel.Render(target); err != nil { return err } var label d2ui.Label // all static labels are not stored since we use them only once to generate the image cache //nolint:gomnd var staticTextLabels = []PanelText{ {X: 110, Y: 100, Text: "Level", Font: d2resource.Font6, AlignCenter: true}, {X: 200, Y: 100, Text: "Experience", Font: d2resource.Font6, AlignCenter: true}, {X: 330, Y: 100, Text: "Next Level", Font: d2resource.Font6, AlignCenter: true}, {X: 100, Y: 150, Text: "Strength", Font: d2resource.Font6}, {X: 100, Y: 213, Text: "Dexterity", Font: d2resource.Font6}, {X: 100, Y: 300, Text: "Vitality", Font: d2resource.Font6}, {X: 100, Y: 360, Text: "Energy", Font: d2resource.Font6}, {X: 280, Y: 260, Text: "Defense", Font: d2resource.Font6}, {X: 280, Y: 300, Text: "Stamina", Font: d2resource.Font6, AlignCenter: true}, {X: 280, Y: 322, Text: "Life", Font: d2resource.Font6, AlignCenter: true}, {X: 280, Y: 360, Text: "Mana", Font: d2resource.Font6, AlignCenter: true}, // can't use "Fire\nResistance" because line spacing is too big and breaks the layout {X: 310, Y: 395, Text: "Fire", Font: d2resource.Font6, AlignCenter: true}, {X: 310, Y: 402, Text: "Resistance", Font: d2resource.Font6, AlignCenter: true}, {X: 310, Y: 420, Text: "Cold", Font: d2resource.Font6, AlignCenter: true}, {X: 310, Y: 427, Text: "Resistance", Font: d2resource.Font6, AlignCenter: true}, {X: 310, Y: 445, Text: "Lightning", Font: d2resource.Font6, AlignCenter: true}, {X: 310, Y: 452, Text: "Resistance", Font: d2resource.Font6, AlignCenter: true}, {X: 310, Y: 468, Text: "Poison", Font: d2resource.Font6, AlignCenter: true}, {X: 310, Y: 477, Text: "Resistance", Font: d2resource.Font6, AlignCenter: true}, } for _, textElement := range staticTextLabels { label = s.createTextLabel(textElement) label.Render(target) } // hero name and class are part of the static image cache since they don't change after we enter the world label = s.createTextLabel(PanelText{X: 165, Y: 72, Text: s.heroName, Font: d2resource.Font16, AlignCenter: true}) label.Render(target) label = s.createTextLabel(PanelText{X: 330, Y: 72, Text: s.heroClass.String(), Font: d2resource.Font16, AlignCenter: true}) label.Render(target) return nil } func (s *HeroStatsPanel) initStatValueLabels() { s.labels.Level = s.createStatValueLabel(s.heroState.Level, 112, 110) s.labels.Experience = s.createStatValueLabel(s.heroState.Experience, 200, 110) s.labels.NextLevelExp = s.createStatValueLabel(s.heroState.NextLevelExp, 330, 110) s.labels.Strength = s.createStatValueLabel(s.heroState.Strength, 175, 147) s.labels.Dexterity = s.createStatValueLabel(s.heroState.Dexterity, 175, 207) s.labels.Vitality = s.createStatValueLabel(s.heroState.Vitality, 175, 295) s.labels.Energy = s.createStatValueLabel(s.heroState.Energy, 175, 355) s.labels.MaxStamina = s.createStatValueLabel(s.heroState.MaxStamina, 330, 295) s.labels.Stamina = s.createStatValueLabel(s.heroState.Stamina, 370, 295) s.labels.MaxHealth = s.createStatValueLabel(s.heroState.MaxHealth, 330, 320) s.labels.Health = s.createStatValueLabel(s.heroState.Health, 370, 320) s.labels.MaxMana = s.createStatValueLabel(s.heroState.MaxMana, 330, 355) s.labels.Mana = s.createStatValueLabel(s.heroState.Mana, 370, 355) } func (s *HeroStatsPanel) renderStatValues(target d2interface.Surface) { s.renderStatValueNum(s.labels.Level, s.heroState.Level, target) s.renderStatValueNum(s.labels.Experience, s.heroState.Experience, target) s.renderStatValueNum(s.labels.NextLevelExp, s.heroState.NextLevelExp, target) s.renderStatValueNum(s.labels.Strength, s.heroState.Strength, target) s.renderStatValueNum(s.labels.Dexterity, s.heroState.Dexterity, target) s.renderStatValueNum(s.labels.Vitality, s.heroState.Vitality, target) s.renderStatValueNum(s.labels.Energy, s.heroState.Energy, target) s.renderStatValueNum(s.labels.MaxHealth, s.heroState.MaxHealth, target) s.renderStatValueNum(s.labels.Health, s.heroState.Health, target) s.renderStatValueNum(s.labels.MaxStamina, s.heroState.MaxStamina, target) s.renderStatValueNum(s.labels.Stamina, s.heroState.Stamina, target) s.renderStatValueNum(s.labels.MaxMana, s.heroState.MaxMana, target) s.renderStatValueNum(s.labels.Mana, s.heroState.Mana, target) } func (s *HeroStatsPanel) renderStatValueNum(label d2ui.Label, value int, target d2interface.Surface) { label.SetText(strconv.Itoa(value)) label.Render(target) } func (s *HeroStatsPanel) createStatValueLabel(stat int, x int, y int) d2ui.Label { text := strconv.Itoa(stat) return s.createTextLabel(PanelText{X: x, Y: y, Text: text, Font: d2resource.Font16, AlignCenter: true}) } func (s *HeroStatsPanel) createTextLabel(element PanelText) d2ui.Label { label := d2ui.CreateLabel(element.Font, d2resource.PaletteStatic) if element.AlignCenter { label.Alignment = d2gui.HorizontalAlignCenter } label.SetText(element.Text) label.SetPosition(element.X, element.Y) return label }