mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-16 09:25:57 -05:00
518a667a84
Co-authored-by: M. Sz <mszeptuch@protonmail.com>
499 lines
12 KiB
Go
499 lines
12 KiB
Go
package d2player
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import (
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"errors"
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"fmt"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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const (
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tabButtonX = 628
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tabButton0Y = 385
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tabButton1Y = 277
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tabButton2Y = 170
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availSPLabelX = 677
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availSPLabelY = 72
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skillCloseButtonXLeft = 416
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skillCloseButtonXMiddle = 501
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skillCloseButtonXRight = 572
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skillCloseButtonY = 449
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)
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const (
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firstTab = iota
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secondTab
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thirdTab
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numTabs
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)
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const (
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tabIndexOffset = 4
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frameOffsetTop = 4
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frameOffsetBottom = 6
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)
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const (
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frameCommonTabTopLeft = iota
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frameCommonTabTopRight
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frameCommonTabBottomLeft
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frameCommonTabBottomRight
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)
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const (
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frameSelectedTab1Full = 7
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frameSelectedTab2Top = 9 // tab2 top and bottom portions are in 2 frames :(
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frameSelectedTab2Bottom = 11
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frameSelectedTab3Full = 13
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)
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const (
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skillTreePanelX = 401
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skillTreePanelY = 64
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)
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const (
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skillIconGreySat = 0.2
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skillIconGreyBright = 0.44
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)
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type skillTreeTab struct {
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buttonText string
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button *d2ui.Button
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closeButtonPosX int
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}
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func (st *skillTreeTab) createButton(uiManager *d2ui.UIManager, x, y int) {
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st.button = uiManager.NewButton(d2ui.ButtonTypeSkillTreeTab, st.buttonText)
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st.button.SetPosition(x, y)
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}
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type skillTreeHeroTypeResources struct {
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skillSprite *d2ui.Sprite
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skillIconPath string
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skillPanel *d2ui.Sprite
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skillPanelPath string
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}
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func newSkillTree(
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skills map[int]*d2hero.HeroSkill,
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heroClass d2enum.Hero,
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asset *d2asset.AssetManager,
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l d2util.LogLevel,
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ui *d2ui.UIManager,
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) *skillTree {
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st := &skillTree{
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skills: skills,
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heroClass: heroClass,
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asset: asset,
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uiManager: ui,
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originX: skillTreePanelX,
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originY: skillTreePanelY,
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tab: [numTabs]*skillTreeTab{
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{},
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{},
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{},
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},
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l: l,
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}
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st.Logger = d2util.NewLogger()
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st.Logger.SetLevel(l)
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st.Logger.SetPrefix(logPrefix)
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return st
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}
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type skillTree struct {
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resources *skillTreeHeroTypeResources
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asset *d2asset.AssetManager
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uiManager *d2ui.UIManager
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skills map[int]*d2hero.HeroSkill
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skillIcons []*skillIcon
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heroClass d2enum.Hero
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frame *d2ui.UIFrame
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availSPLabel *d2ui.Label
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closeButton *d2ui.Button
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tab [numTabs]*skillTreeTab
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isOpen bool
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originX int
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originY int
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selectedTab int
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onCloseCb func()
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panelGroup *d2ui.WidgetGroup
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iconGroup *d2ui.WidgetGroup
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panel *d2ui.CustomWidget
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*d2util.Logger
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l d2util.LogLevel
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}
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func (s *skillTree) load() {
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s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPrioritySkilltree)
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s.iconGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPrioritySkilltreeIcon)
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s.panel = s.uiManager.NewCustomWidget(s.Render, 400, 600)
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s.panelGroup.AddWidget(s.panel)
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s.frame = d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameRight)
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s.panelGroup.AddWidget(s.frame)
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s.closeButton = s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
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s.closeButton.SetVisible(false)
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s.closeButton.OnActivated(func() { s.Close() })
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s.panelGroup.AddWidget(s.closeButton)
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if err := s.setHeroTypeResourcePath(); err != nil {
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s.Error(err.Error())
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}
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s.loadForHeroType()
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for _, skill := range s.skills {
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si := newSkillIcon(s.uiManager, s.resources.skillSprite, s.l, skill)
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s.skillIcons = append(s.skillIcons, si)
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s.iconGroup.AddWidget(si)
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}
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s.panelGroup.SetVisible(false)
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s.setTab(0)
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s.iconGroup.SetVisible(false)
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}
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func (s *skillTree) loadForHeroType() {
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sp, err := s.uiManager.NewSprite(s.resources.skillPanelPath, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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s.resources.skillPanel = sp
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si, err := s.uiManager.NewSprite(s.resources.skillIconPath, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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s.resources.skillSprite = si
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s.tab[firstTab].createButton(s.uiManager, tabButtonX, tabButton0Y)
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s.tab[firstTab].button.OnActivated(func() { s.setTab(firstTab) })
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s.panelGroup.AddWidget(s.tab[firstTab].button)
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s.tab[secondTab].createButton(s.uiManager, tabButtonX, tabButton1Y)
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s.tab[secondTab].button.OnActivated(func() { s.setTab(secondTab) })
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s.panelGroup.AddWidget(s.tab[secondTab].button)
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s.tab[thirdTab].createButton(s.uiManager, tabButtonX, tabButton2Y)
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s.tab[thirdTab].button.OnActivated(func() { s.setTab(thirdTab) })
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s.panelGroup.AddWidget(s.tab[thirdTab].button)
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s.availSPLabel = s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
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s.availSPLabel.SetPosition(availSPLabelX, availSPLabelY)
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s.availSPLabel.Alignment = d2ui.HorizontalAlignCenter
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s.availSPLabel.SetText(s.makeTabString("StrSklTree1", "StrSklTree2", "StrSklTree3"))
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s.panelGroup.AddWidget(s.availSPLabel)
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}
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type heroTabData struct {
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resources *skillTreeHeroTypeResources
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str1, str2, str3 string
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closeButtonPos [numTabs]int
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}
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func (s *skillTree) makeTabString(keys ...interface{}) string {
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translations := make([]interface{}, len(keys))
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token := "%s"
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format := token
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for idx, key := range keys {
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if idx > 0 {
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format += "\n" + token
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}
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translations[idx] = s.asset.TranslateString(key.(string))
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}
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return fmt.Sprintf(format, translations...)
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}
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func makeCloseButtonPos(close1, close2, close3 int) [numTabs]int {
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return [numTabs]int{close1, close2, close3}
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}
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func (s *skillTree) getTab(class d2enum.Hero) *heroTabData {
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tabMap := map[d2enum.Hero]*heroTabData{
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d2enum.HeroBarbarian: {
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&skillTreeHeroTypeResources{
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skillPanelPath: d2resource.SkillsPanelBarbarian,
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skillIconPath: d2resource.BarbarianSkills,
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},
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s.makeTabString("StrSklTree21", "StrSklTree4"),
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s.makeTabString("StrSklTree21", "StrSklTree22"),
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s.makeTabString("StrSklTree20"),
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makeCloseButtonPos(
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skillCloseButtonXRight,
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skillCloseButtonXLeft,
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skillCloseButtonXRight),
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},
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d2enum.HeroNecromancer: {
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&skillTreeHeroTypeResources{
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skillPanelPath: d2resource.SkillsPanelNecromancer,
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skillIconPath: d2resource.NecromancerSkills,
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},
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s.makeTabString("StrSklTree19"),
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s.makeTabString("StrSklTree17", "StrSklTree18", "StrSklTree5"),
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s.makeTabString("StrSklTree16", "StrSklTree5"),
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makeCloseButtonPos(
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skillCloseButtonXLeft,
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skillCloseButtonXRight,
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skillCloseButtonXLeft),
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},
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d2enum.HeroPaladin: {
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&skillTreeHeroTypeResources{
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skillPanelPath: d2resource.SkillsPanelPaladin,
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skillIconPath: d2resource.PaladinSkills,
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},
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s.makeTabString("StrSklTree15", "StrSklTree4"),
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s.makeTabString("StrSklTree14", "StrSklTree13"),
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s.makeTabString("StrSklTree12", "StrSklTree13"),
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makeCloseButtonPos(
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skillCloseButtonXLeft,
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skillCloseButtonXMiddle,
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skillCloseButtonXLeft),
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},
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d2enum.HeroAssassin: {
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&skillTreeHeroTypeResources{
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skillPanelPath: d2resource.SkillsPanelAssassin,
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skillIconPath: d2resource.AssassinSkills,
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},
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s.makeTabString("StrSklTree30"),
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s.makeTabString("StrSklTree31", "StrSklTree32"),
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s.makeTabString("StrSklTree33", "StrSklTree34"),
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makeCloseButtonPos(
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skillCloseButtonXMiddle,
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skillCloseButtonXRight,
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skillCloseButtonXLeft),
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},
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d2enum.HeroSorceress: {
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&skillTreeHeroTypeResources{
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skillPanelPath: d2resource.SkillsPanelSorcerer,
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skillIconPath: d2resource.SorcererSkills,
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},
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s.makeTabString("StrSklTree25", "StrSklTree5"),
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s.makeTabString("StrSklTree24", "StrSklTree5"),
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s.makeTabString("StrSklTree23", "StrSklTree5"),
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makeCloseButtonPos(
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skillCloseButtonXLeft,
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skillCloseButtonXLeft,
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skillCloseButtonXRight),
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},
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d2enum.HeroAmazon: {
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&skillTreeHeroTypeResources{
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skillPanelPath: d2resource.SkillsPanelAmazon,
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skillIconPath: d2resource.AmazonSkills,
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},
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s.makeTabString("StrSklTree10", "StrSklTree11", "StrSklTree4"),
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s.makeTabString("StrSklTree8", "StrSklTree9", "StrSklTree4"),
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s.makeTabString("StrSklTree6", "StrSklTree7", "StrSklTree4"),
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makeCloseButtonPos(
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skillCloseButtonXRight,
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skillCloseButtonXMiddle,
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skillCloseButtonXLeft),
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},
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d2enum.HeroDruid: {
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&skillTreeHeroTypeResources{
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skillPanelPath: d2resource.SkillsPanelDruid,
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skillIconPath: d2resource.DruidSkills,
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},
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s.makeTabString("StrSklTree26"),
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s.makeTabString("StrSklTree27", "StrSklTree28"),
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s.makeTabString("StrSklTree29"),
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makeCloseButtonPos(
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skillCloseButtonXRight,
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skillCloseButtonXRight,
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skillCloseButtonXRight),
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},
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}
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return tabMap[class]
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}
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func (s *skillTree) setHeroTypeResourcePath() error {
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entry := s.getTab(s.heroClass)
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if entry == nil {
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return errors.New("unknown hero type")
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}
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s.resources = entry.resources
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s.tab[firstTab].buttonText = entry.str1
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s.tab[secondTab].buttonText = entry.str2
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s.tab[thirdTab].buttonText = entry.str3
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for i := 0; i < numTabs; i++ {
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s.tab[i].closeButtonPosX = entry.closeButtonPos[i]
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}
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return nil
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}
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// Toggle the skill tree visibility
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func (s *skillTree) Toggle() {
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s.Info("SkillTree toggled")
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if s.isOpen {
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s.Close()
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} else {
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s.Open()
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}
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}
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// Close the skill tree
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func (s *skillTree) Close() {
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s.isOpen = false
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s.panelGroup.SetVisible(false)
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s.iconGroup.SetVisible(false)
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s.onCloseCb()
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}
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// Open the skill tree
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func (s *skillTree) Open() {
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s.isOpen = true
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s.panelGroup.SetVisible(true)
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s.iconGroup.SetVisible(true)
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// we only want to enable the icons of our current tab again
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s.setTab(s.selectedTab)
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}
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func (s *skillTree) IsOpen() bool {
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return s.isOpen
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}
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// Set the callback run on closing the skilltree
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func (s *skillTree) SetOnCloseCb(cb func()) {
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s.onCloseCb = cb
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}
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func (s *skillTree) setTab(tab int) {
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s.selectedTab = tab
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s.closeButton.SetPosition(s.tab[tab].closeButtonPosX, skillCloseButtonY)
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for _, si := range s.skillIcons {
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si.SetVisible(si.skill.SkillPage == tab+1)
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}
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}
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func (s *skillTree) renderPanelSegment(
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target d2interface.Surface,
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frame int) {
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if err := s.resources.skillPanel.SetCurrentFrame(frame); err != nil {
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s.Error(err.Error())
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return
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}
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s.resources.skillPanel.Render(target)
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}
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func (s *skillTree) renderTabCommon(target d2interface.Surface) {
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skillPanel := s.resources.skillPanel
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x, y := s.originX, s.originY
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// top
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w, h, err := skillPanel.GetFrameSize(frameCommonTabTopLeft)
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if err != nil {
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s.Error(err.Error())
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return
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}
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y += h
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skillPanel.SetPosition(x, y)
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s.renderPanelSegment(target, frameCommonTabTopLeft)
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skillPanel.SetPosition(x+w, y)
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s.renderPanelSegment(target, frameCommonTabTopRight)
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// bottom
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_, h, err = skillPanel.GetFrameSize(frameCommonTabBottomLeft)
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if err != nil {
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s.Error(err.Error())
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return
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}
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y += h
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skillPanel.SetPosition(x, y)
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s.renderPanelSegment(target, frameCommonTabBottomLeft)
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skillPanel.SetPosition(x+w, y)
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s.renderPanelSegment(target, frameCommonTabBottomRight)
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}
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func (s *skillTree) renderTab(target d2interface.Surface, tab int) {
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topFrame := frameOffsetTop + (tabIndexOffset * tab)
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bottomFrame := frameOffsetBottom + (tabIndexOffset * tab)
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skillPanel := s.resources.skillPanel
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x, y := s.originX, s.originY
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// top
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_, h0, err := skillPanel.GetFrameSize(topFrame)
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if err != nil {
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s.Error(err.Error())
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return
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}
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y += h0
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skillPanel.SetPosition(x, y)
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s.renderPanelSegment(target, topFrame)
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// bottom
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w, h1, err := skillPanel.GetFrameSize(bottomFrame)
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if err != nil {
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s.Error(err.Error())
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return
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}
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skillPanel.SetPosition(x, y+h1)
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s.renderPanelSegment(target, bottomFrame)
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// tab button highlighted
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switch tab {
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case firstTab:
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skillPanel.SetPosition(x+w, y+h1)
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s.renderPanelSegment(target, frameSelectedTab1Full)
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case secondTab:
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x += w
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skillPanel.SetPosition(x, s.originY+h0)
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s.renderPanelSegment(target, frameSelectedTab2Top)
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skillPanel.SetPosition(x, y+h1)
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s.renderPanelSegment(target, frameSelectedTab2Bottom)
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case thirdTab:
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skillPanel.SetPosition(x+w, y)
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s.renderPanelSegment(target, frameSelectedTab3Full)
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}
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}
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// Render the skill tree panel
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func (s *skillTree) Render(target d2interface.Surface) {
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s.renderTabCommon(target)
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s.renderTab(target, s.selectedTab)
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}
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