mirror of
https://github.com/OpenDiablo2/OpenDiablo2
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* 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
187 lines
4.5 KiB
Go
187 lines
4.5 KiB
Go
package d2ui
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import (
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"image/color"
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"log"
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"regexp"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
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)
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// Label represents a user interface label
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type Label struct {
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manager *UIManager
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text string
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X int
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Y int
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Alignment d2gui.HorizontalAlign
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font d2interface.Font
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Color map[int]color.Color
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backgroundColor color.Color
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}
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// NewLabel creates a new instance of a UI label
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func (ui *UIManager) NewLabel(fontPath, palettePath string) *Label {
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font, _ := ui.asset.LoadFont(fontPath+".tbl", fontPath+".dc6", palettePath)
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result := &Label{
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Alignment: d2gui.HorizontalAlignLeft,
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Color: map[int]color.Color{0: color.White},
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font: font,
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}
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result.bindManager(ui)
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return result
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}
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// Render draws the label on the screen, respliting the lines to allow for other alignments.
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func (v *Label) Render(target d2interface.Surface) {
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target.PushTranslation(v.X, v.Y)
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lines := strings.Split(v.text, "\n")
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yOffset := 0
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lastColor := v.Color[0]
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v.font.SetColor(lastColor)
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for _, line := range lines {
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lw, lh := v.GetTextMetrics(line)
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characters := []rune(line)
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target.PushTranslation(v.getAlignOffset(lw), yOffset)
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for idx := range characters {
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character := string(characters[idx])
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charWidth, charHeight := v.GetTextMetrics(character)
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if v.Color[idx] != nil {
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lastColor = v.Color[idx]
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v.font.SetColor(lastColor)
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}
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if v.backgroundColor != nil {
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target.DrawRect(charWidth, charHeight, v.backgroundColor)
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}
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_ = v.font.RenderText(character, target)
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target.PushTranslation(charWidth, 0)
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}
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target.PopN(len(characters))
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yOffset += lh
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target.Pop()
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}
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target.Pop()
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}
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// bindManager binds the label to the UI manager
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func (v *Label) bindManager(manager *UIManager) {
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v.manager = manager
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}
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// SetPosition moves the label to the specified location
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func (v *Label) SetPosition(x, y int) {
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v.X = x
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v.Y = y
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}
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// GetSize returns the size of the label
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func (v *Label) GetSize() (width, height int) {
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return v.font.GetTextMetrics(v.text)
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}
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// GetTextMetrics returns the width and height of the enclosing rectangle in Pixels.
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func (v *Label) GetTextMetrics(text string) (width, height int) {
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return v.font.GetTextMetrics(text)
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}
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// SetText sets the label's text
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func (v *Label) SetText(newText string) {
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v.text = v.processColorTokens(newText)
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}
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// SetBackgroundColor sets the background highlight color
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func (v *Label) SetBackgroundColor(c color.Color) {
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v.backgroundColor = c
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}
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func (v *Label) processColorTokens(str string) string {
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tokenMatch := regexp.MustCompile(colorTokenMatch)
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tokenStrMatch := regexp.MustCompile(colorStrMatch)
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empty := []byte("")
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tokenPosition := 0
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withoutTokens := string(tokenMatch.ReplaceAll([]byte(str), empty)) // remove tokens from string
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matches := tokenStrMatch.FindAll([]byte(str), -1)
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if len(matches) == 0 {
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v.Color[0] = getColor(ColorTokenWhite)
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}
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// we find the index of each token and update the color map.
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// the key in the map is the starting index of each color token, the value is the color
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for idx := range matches {
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match := matches[idx]
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matchToken := tokenMatch.Find(match)
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matchStr := string(tokenMatch.ReplaceAll(match, empty))
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token := ColorToken(matchToken)
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theColor := getColor(token)
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if v.Color == nil {
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v.Color = make(map[int]color.Color)
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}
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v.Color[tokenPosition] = theColor
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tokenPosition += len(matchStr)
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}
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return withoutTokens
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}
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func (v *Label) getAlignOffset(textWidth int) int {
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switch v.Alignment {
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case d2gui.HorizontalAlignLeft:
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return 0
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case d2gui.HorizontalAlignCenter:
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return -textWidth / 2
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case d2gui.HorizontalAlignRight:
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return -textWidth
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default:
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log.Fatal("Invalid Alignment")
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return 0
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}
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}
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func getColor(token ColorToken) color.Color {
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// todo this should really come from the PL2 files
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colors := map[ColorToken]color.Color{
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ColorTokenGrey: d2util.Color(colorGrey100Alpha),
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ColorTokenWhite: d2util.Color(colorWhite100Alpha),
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ColorTokenBlue: d2util.Color(colorBlue100Alpha),
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ColorTokenYellow: d2util.Color(colorYellow100Alpha),
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ColorTokenGreen: d2util.Color(colorGreen100Alpha),
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ColorTokenGold: d2util.Color(colorGold100Alpha),
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ColorTokenOrange: d2util.Color(colorOrange100Alpha),
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ColorTokenRed: d2util.Color(colorRed100Alpha),
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ColorTokenBlack: d2util.Color(colorBlack100Alpha),
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}
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chosen := colors[token]
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if chosen == nil {
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return colors[ColorTokenWhite]
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}
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return chosen
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}
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