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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-15 16:56:00 -05:00
7e3aff557b
* improve AssetManager implementation Notable changes are: * removed the individual managers inside of d2asset, only one asset manager * AssetManager now has caches for the types of files it loads * created a type for TextDictionary (the txt file structs) * fixed a file path bug in d2loader Source * fixed a asset stream bug in d2loader Asset * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files) * updated the mpq file in d2asset test data, added test case for "sub-directory" * added a Data method to d2asset.Asset. The data is cached on first full read. * renamed ArchiveDataStream to DataStream in d2interface * moved palette utility func out of d2asset and into d2util * bugfix for MacOS mpq loader issue * lint fixes, added data caching to filesystem asset * adding comment for mpq asset close * Decouple d2asset from d2render Notable changes in d2common: * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct * un-exported dcc.decodeDirection, it is only used in d2dcc * removed font interface from d2interface, we only have one font implementation * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need * added `BindRenderer` method to animation interface Notable changes in d2common/d2asset: * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render * exported Animation * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered * font, dcc, dc6 initialization logic moved out of asset_manager.go * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods * the d2asset.Font struct now stores font table data for initialization purposes Notable changes in d2core/d2render: * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time **These last changes should have been a separate PR, sorry.** Notable changes in d2core/d2ui: * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments Notable Changes in d2game: Because of the change in d2ui, all instances of this code pattern... ```golang animation, err := screen.asset.LoadAnimation(imgPath, palettePath) sprite, err := screen.ui.NewSprite(animation) ``` ... becomes this ... ```golang sprite, err := screen.ui.NewSprite(imgPath, palettePath) ```
75 lines
1.4 KiB
Go
75 lines
1.4 KiB
Go
package d2gui
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import (
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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/d2core/d2asset"
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)
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// Label is renderable text
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type Label struct {
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widgetBase
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renderer d2interface.Renderer
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text string
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font *d2asset.Font
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surface d2interface.Surface
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}
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func createLabel(renderer d2interface.Renderer, text string, fontStyle FontStyle) (*Label, error) {
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font, err := loadFont(fontStyle)
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if err != nil {
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return nil, err
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}
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label := &Label{
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font: font,
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renderer: renderer,
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}
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_ = label.setText(text)
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label.SetVisible(true)
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return label, nil
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}
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func (l *Label) render(target d2interface.Surface) error {
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return target.Render(l.surface)
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}
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func (l *Label) getSize() (width, height int) {
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return l.surface.GetSize()
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}
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// GetText returns the label text
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func (l *Label) GetText() string {
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return l.text
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}
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// SetText sets the label text
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func (l *Label) SetText(text string) error {
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if text == l.text {
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return nil
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}
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return l.setText(text)
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}
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func (l *Label) setText(text string) error {
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width, height := l.font.GetTextMetrics(text)
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surface, err := l.renderer.NewSurface(width, height, d2enum.FilterNearest)
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if err != nil {
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return err
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}
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if err := l.font.RenderText(text, surface); err != nil {
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return err
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}
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l.surface = surface
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l.text = text
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return nil
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}
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