1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-04 23:10:42 +00:00
OpenDiablo2/d2game/d2player/mini_panel.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

108 lines
2.3 KiB
Go

package d2player
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2geom"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
type miniPanel struct {
asset *d2asset.AssetManager
container *d2ui.Sprite
button *d2ui.Sprite
isOpen bool
isSinglePlayer bool
rectangle d2geom.Rectangle
}
func newMiniPanel(asset *d2asset.AssetManager, uiManager *d2ui.UIManager, isSinglePlayer bool) *miniPanel {
miniPanelContainerPath := d2resource.Minipanel
if isSinglePlayer {
miniPanelContainerPath = d2resource.MinipanelSmall
}
animation, _ := asset.LoadAnimation(miniPanelContainerPath, d2resource.PaletteSky)
containerSprite, _ := uiManager.NewSprite(animation)
animation, _ = asset.LoadAnimation(d2resource.MinipanelButton, d2resource.PaletteSky)
buttonSprite, _ := uiManager.NewSprite(animation)
rectangle := d2geom.Rectangle{Left: 325, Top: 526, Width: 156, Height: 26}
if !isSinglePlayer {
rectangle.Width = 182
}
return &miniPanel{
asset: asset,
container: containerSprite,
button: buttonSprite,
isOpen: true,
isSinglePlayer: isSinglePlayer,
rectangle: rectangle,
}
}
func (m *miniPanel) IsOpen() bool {
return m.isOpen
}
func (m *miniPanel) Toggle() {
m.isOpen = !m.isOpen
}
func (m *miniPanel) Open() {
m.isOpen = true
}
func (m *miniPanel) Close() {
m.isOpen = false
}
func (m *miniPanel) Render(target d2interface.Surface) error {
if !m.isOpen {
return nil
}
if err := m.container.SetCurrentFrame(0); err != nil {
return err
}
width, height := target.GetSize()
m.container.SetPosition((width/2)-75, height-48)
if err := m.container.Render(target); err != nil {
return err
}
buttonWidth, _ := m.button.GetCurrentFrameSize()
buttonWidth++
for i, j := 0, 0; j < 16; i++ {
if m.isSinglePlayer && j == 6 { // skip Party Screen button if the game is single player
j += 2
}
if err := m.button.SetCurrentFrame(j); err != nil {
return err
}
m.button.SetPosition((width/2)-72+(buttonWidth*i), height-51)
if err := m.button.Render(target); err != nil {
return err
}
j += 2
}
return nil
}
func (m *miniPanel) isInRect(x, y int) bool {
return m.rectangle.IsInRect(x, y)
}