mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-09 11:47:21 -05:00
105 lines
2.6 KiB
Go
105 lines
2.6 KiB
Go
package d2screen
|
|
|
|
import (
|
|
"log"
|
|
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
|
|
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
|
|
)
|
|
|
|
// ScreenManager manages game screens (main menu, credits, character select, game, etc)
|
|
type ScreenManager struct {
|
|
uiManager *d2ui.UIManager
|
|
nextScreen Screen
|
|
loadingScreen Screen
|
|
loadingState LoadingState
|
|
currentScreen Screen
|
|
guiManager *d2gui.GuiManager
|
|
}
|
|
|
|
// NewScreenManager creates a screen manager
|
|
func NewScreenManager(ui *d2ui.UIManager, guiManager *d2gui.GuiManager) *ScreenManager {
|
|
return &ScreenManager{uiManager: ui, guiManager: guiManager}
|
|
}
|
|
|
|
// SetNextScreen is about to set a given screen as next
|
|
func (sm *ScreenManager) SetNextScreen(screen Screen) {
|
|
sm.nextScreen = screen
|
|
}
|
|
|
|
// Advance updates the UI on every frame
|
|
func (sm *ScreenManager) Advance(elapsed float64) error {
|
|
switch {
|
|
case sm.loadingScreen != nil:
|
|
// this call blocks execution and could lead to deadlock if a screen implements OnLoad incorreclty
|
|
load, ok := <-sm.loadingState.updates
|
|
if !ok {
|
|
log.Println("loadingState chan should not be closed while in a loading screen")
|
|
}
|
|
|
|
if load.err != nil {
|
|
log.Printf("PROBLEM LOADING THE SCREEN: %v", load.err)
|
|
return load.err
|
|
}
|
|
|
|
sm.guiManager.ShowLoadScreen(load.progress)
|
|
|
|
if load.done {
|
|
sm.currentScreen = sm.loadingScreen
|
|
sm.loadingScreen = nil
|
|
|
|
sm.guiManager.ShowCursor()
|
|
sm.guiManager.HideLoadScreen()
|
|
}
|
|
case sm.nextScreen != nil:
|
|
if handler, ok := sm.currentScreen.(ScreenUnloadHandler); ok {
|
|
if err := handler.OnUnload(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
sm.uiManager.Reset()
|
|
sm.guiManager.SetLayout(nil)
|
|
|
|
if handler, ok := sm.nextScreen.(ScreenLoadHandler); ok {
|
|
sm.guiManager.ShowLoadScreen(0)
|
|
sm.guiManager.HideCursor()
|
|
|
|
sm.loadingState = LoadingState{updates: make(chan loadingUpdate)}
|
|
|
|
go func() {
|
|
handler.OnLoad(sm.loadingState)
|
|
sm.loadingState.Done()
|
|
}()
|
|
|
|
sm.currentScreen = nil
|
|
sm.loadingScreen = sm.nextScreen
|
|
} else {
|
|
sm.currentScreen = sm.nextScreen
|
|
sm.loadingScreen = nil
|
|
}
|
|
|
|
sm.nextScreen = nil
|
|
case sm.currentScreen != nil:
|
|
if handler, ok := sm.currentScreen.(ScreenAdvanceHandler); ok {
|
|
if err := handler.Advance(elapsed); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|
|
|
|
// Render renders the UI by a given surface
|
|
func (sm *ScreenManager) Render(surface d2interface.Surface) error {
|
|
if handler, ok := sm.currentScreen.(ScreenRenderHandler); ok {
|
|
if err := handler.Render(surface); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
return nil
|
|
}
|