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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-27 01:25:35 +00:00
OpenDiablo2/d2core/d2gui/d2gui.go
lord 854fce3b14
remove d2asset singleton (#726)
* export d2asset singleton

* add *d2asset.AssetManager to d2app

- d2app now has a reference to an asset manager which it will use for loading
- added asset loader methods to the asset manager
- functions in d2asset are now wrappers for asset manager methods

* add asset manager reference to audio provider

- d2app asset manager reference is now passed to audio provider
- asset manager is created in main.go for now to pass into audio provider
- CreateSoundEffect is now a method, no longer exported, uses the asset manager reference

* d2app passes asset manager refence to map engine test

* in d2asset, all calls to LoadFile replaced with call to Singleton.Loadfile

* blizzard intro and credits screen

- d2app passes reference to the asset manager to these screens

* asset manager for d2map

- adding MapStampFactory, takes an asset manager reference
- embedded MapStampFactory into the MapEngine
- LoadStamp is now a method of the MapStampFactory

* d2asset: removed LoadFileStream, LoadFile, and FileExists

* d2gui changes

- singleton now has an asset manager reference
- calls to d2asset loader functions removed
- createButton is now a method of LayoutManager
- moved LayoutEntry to its own file

* map entity factory

- Map engine has an embedded map entity factory
- Map stamp factory gets a reference to the map engine's entity factory
- Stamps are given a reference to the map engine entity factory when created
- Character select gets a map entity factory
- Embedded the stamp factory into the MapEngine

* asset manager for d2ui

- d2ui is passed an asset manager reference when created
- all calls to d2asset loader functions in d2ui now refer to the asset manager
- d2gamescreen gets a ui manager when created
- help overlay is now passed a ui manager when created

* d2gamescreen + d2player: asset manager references

added an asset manager reference to
- inventory panel + inventory grid
- mini panel
- game controls
- help overlay
- character select
- main menu
- select hero class
- hero stats panel

* Removed d2asset.LoadAnimation

all references to this function have been replaced with calls to the asset manager method

* adding asset to help overlay, bugfix for 4d59c91

* Removed d2asset.LoadFont and d2asset.LoadAnimationWithEffect

all references to these have been replaced with calls to the asset manager methods

* MapRenderer now gets an asset manager reference

* removed d2asset.LoadPalette

all references have been replaced with calls to an asset manager instance

* merged d2object with d2mapentity

d2object was only being used to create objects in the map, so the provider
function is now a method of the map entity factory. calls to d2asset have
been removed.

* removed d2asset.LoadComposite

all calls are now made to the asset manager method

* removed d2asset singleton

all singleton references have been removed, a single instance of the
asset manager is passed around the entire app

* rename Initialize to NewAssetManager
2020-09-12 16:51:30 -04:00

91 lines
1.9 KiB
Go

package d2gui
import (
"errors"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
var (
errWasInit = errors.New("gui system is already initialized")
errNotInit = errors.New("gui system is not initialized")
)
var singleton *manager // nolint:gochecknoglobals // currently global by design
// Initialize creates a singleton gui manager
func Initialize(asset *d2asset.AssetManager, inputManager d2interface.InputManager) error {
verifyNotInit()
var err error
if singleton, err = createGuiManager(asset, inputManager); err != nil {
return err
}
return nil
}
// Render all of the gui elements
func Render(target d2interface.Surface) error {
verifyWasInit()
return singleton.render(target)
}
// Advance all of the gui elements
func Advance(elapsed float64) error {
verifyWasInit()
return singleton.advance(elapsed)
}
// CreateLayout creates a dynamic layout
func CreateLayout(renderer d2interface.Renderer, positionType PositionType) *Layout {
verifyWasInit()
return createLayout(renderer, positionType)
}
// SetLayout sets the gui manager's layout
func SetLayout(layout *Layout) {
verifyWasInit()
singleton.SetLayout(layout)
}
// ShowLoadScreen renders the loading progress screen.
// The provided progress argument defines the loading animation's state in the range `[0, 1]`,
// where `0` is initial frame and `1` is the final frame
func ShowLoadScreen(progress float64) {
verifyWasInit()
singleton.showLoadScreen(progress)
}
// HideLoadScreen hides the loading screen
func HideLoadScreen() {
verifyWasInit()
singleton.hideLoadScreen()
}
// ShowCursor shows the in-game mouse cursor
func ShowCursor() {
verifyWasInit()
singleton.showCursor()
}
// HideCursor hides the in-game mouse cursor
func HideCursor() {
verifyWasInit()
singleton.hideCursor()
}
func verifyWasInit() {
if singleton == nil {
panic(errNotInit)
}
}
func verifyNotInit() {
if singleton != nil {
panic(errWasInit)
}
}