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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-30 15:15:56 -04:00
OpenDiablo2/OpenDiablo2.Core/UI/CharacterPanel.cs
nicholasdechiara 55f8f3ef34 Mob and Playerstate (#31)
* Filled out eLevelId enum
- Added OpenDiablo2.Core.UT unit test project
- Added ELevelIdHelper class which contains code that generates the enum from the mpq data
- Added a unit test that verifies EngineDataManager works
- Added a unit test that runs the ELevelIdHelper generate function
- Renamed some enum values for constistency (e.g. Act1_Town -> Act1_Town1, as it is in the mpq)
* Retargeted OpenDiablo2.Core.UT to .net Framework 4.6.1
* Added TestConsole
TestConsole currently only supports writing the elevelids enum to a file
Also, removed elevelids generation unit test
* PlayerState and MobState
2018-11-29 21:20:29 -05:00

45 lines
1.1 KiB
C#

using System;
using System.Drawing;
using OpenDiablo2.Common;
using OpenDiablo2.Common.Enums;
using OpenDiablo2.Common.Interfaces;
namespace OpenDiablo2.Core.UI
{
public sealed class CharacterPanel : ICharacterPanel
{
private readonly IRenderWindow renderWindow;
private ISprite sprite;
private IPanelFrame panelFrame;
public Point Location { get; set; }
public CharacterPanel(IRenderWindow renderWindow, Func<ePanelFrameType, IPanelFrame> createPanelFrame)
{
this.renderWindow = renderWindow;
this.panelFrame = createPanelFrame(ePanelFrameType.Left);
sprite = renderWindow.LoadSprite(ResourcePaths.InventoryCharacterPanel, Palettes.Units, new Point(79,61));
Location = new Point(0, 0);
}
public void Update()
{
}
public void Render()
{
panelFrame.Render();
renderWindow.Draw(sprite, 2, 2, 0);
}
public void Dispose()
{
sprite.Dispose();
}
}
}