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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-29 14:45:58 -04:00
OpenDiablo2/d2game/d2player/help/help.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

444 lines
8.8 KiB
Go

package help
import (
"fmt"
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const (
tlCornerFrame = iota
lFrame
tFrameLHalf
tFrameRHalf
trCornerFrameTHalf
trCornerFrameRHalf
rFrame
)
// HelpOverlay represents the in-game overlay that toggles visibility when the h key is pressed
type Overlay struct {
asset *d2asset.AssetManager
isOpen bool
renderer d2interface.Renderer
frames []*d2ui.Sprite
text []*d2ui.Label
lines []line
uiManager *d2ui.UIManager
originX int
originY int
layout *d2gui.Layout
}
func NewHelpOverlay(asset *d2asset.AssetManager, renderer d2interface.Renderer,
ui *d2ui.UIManager) *Overlay {
h := &Overlay{
asset: asset,
renderer: renderer,
uiManager: ui,
}
return h
}
func (h *Overlay) onHoverElement(n int) {
}
func (h *Overlay) setLayout(id int) {
h.onHoverElement(0)
}
func (h *Overlay) Toggle() {
fmt.Print("Help overlay toggled\n")
if h.isOpen {
h.close()
} else {
h.open()
}
}
func (h *Overlay) close() {
h.isOpen = false
d2gui.SetLayout(nil)
}
func (h *Overlay) open() {
h.isOpen = true
if h.layout == nil {
h.layout = d2gui.CreateLayout(h.renderer, d2gui.PositionTypeHorizontal)
// layoutLeft := h.layout.AddLayout(d2gui.PositionTypeVertical)
// tlCorner, _ := layoutLeft.AddSprite(d2resource.HelpBorder, d2resource.PaletteSky)
// tlCorner.SetSegmented(0, 0, 0)
//layoutLeft.AddSprite(imagePath, palettePath)
}
d2gui.SetLayout(h.layout)
}
func (h *Overlay) Load() {
var (
x = 0
y = 0
prevX = 0
prevY = 0
)
for frameIndex := 0; frameIndex < 7; frameIndex++ {
animation, _ := h.asset.LoadAnimation(d2resource.HelpBorder, d2resource.PaletteSky)
_ = animation.SetCurrentFrame(frameIndex)
f, _ := h.uiManager.NewSprite(animation)
ww, hh := f.GetCurrentFrameSize()
//fmt.Printf("Help frame %d size: %d, %d\n", frameIndex, ww, hh)
switch frameIndex {
case tlCornerFrame:
y = hh
case lFrame:
y = hh + prevY
case tFrameLHalf:
y = hh
x = 65
case tFrameRHalf:
y = hh
x = 800 - ww - 245
case trCornerFrameTHalf:
y = hh
x = 800 - ww - 20
case trCornerFrameRHalf:
y = hh
x = 800 - ww
case rFrame:
y = hh + prevY
x = 800 - ww
}
//y += 50
_ = prevX
prevX = x
prevY = y
f.SetPosition(x, y)
h.frames = append(h.frames, f)
}
// Title
text := "Diablo II Help"
newLabel := h.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
newLabel.SetText(text)
ww, _ := newLabel.GetSize()
newLabel.SetPosition((800/2)-(ww/2)-30, 0)
h.text = append(h.text, newLabel)
// Close
anim, _ := h.asset.LoadAnimation(d2resource.SquareButton, d2resource.PaletteSky)
close, _ := h.uiManager.NewSprite(anim)
_ = close.SetCurrentFrame(0)
close.SetPosition(685, 57)
h.frames = append(h.frames, close)
newLabel = h.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
newLabel.SetText("Close")
newLabel.SetPosition(680, 60)
h.text = append(h.text, newLabel)
// Bullets
yOffset := 60
h.createBullet(callout{
LabelText: "Hold Down <Ctrl> to Run",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hold down <Alt> to highlight items on the ground",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hold down <Shift> to attack while standing still",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hit <Tab> to toggle the automap on and off",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hit <Esc> to bring up the Game Menu",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hit <Enter> to go into chat mode",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Use F1-F8 to set your Left or Right Mouse Button Skills",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
yOffset += 12
h.createBullet(callout{
LabelText: "Hit <H> to toggle this screen open and closed",
LabelX: 100,
LabelY: yOffset,
DotX: 100 - 12,
DotY: yOffset,
})
// Callouts
h.createCallout(callout{
LabelText: "New Stats",
LabelX: 220,
LabelY: 350,
DotX: 215,
DotY: 575,
})
h.createCallout(callout{
LabelText: "New Skill",
LabelX: 575,
LabelY: 350,
DotX: 570,
DotY: 575,
})
h.createCallout(callout{
LabelText: "Left Mouse-\nButton Skill\n(Click to Change)",
LabelX: 135,
LabelY: 380,
DotX: 130,
DotY: 565,
})
h.createCallout(callout{
LabelText: "Mini-Panel\n(Opens Character,\ninventory, and\nother screens)",
LabelX: 450,
LabelY: 365,
DotX: 445,
DotY: 540,
})
h.createCallout(callout{
LabelText: "Right Mouse-\nButton Skill\n(Click to Change)",
LabelX: 675,
LabelY: 375,
DotX: 670,
DotY: 560,
})
h.createCallout(callout{
LabelText: "Life Orb",
LabelX: 65,
LabelY: 460,
DotX: 60,
DotY: 535,
})
h.createCallout(callout{
LabelText: "Stamina Bar",
LabelX: 315,
LabelY: 460,
DotX: 310,
DotY: 585,
})
h.createCallout(callout{
LabelText: "Mana Orb",
LabelX: 745,
LabelY: 460,
DotX: 740,
DotY: 535,
})
h.createCallout(callout{
LabelText: "Run/Walk\nToggle",
LabelX: 263,
LabelY: 480,
DotX: 258,
DotY: 585,
})
h.createCallout(callout{
LabelText: "Experience\nBar",
LabelX: 370,
LabelY: 480,
DotX: 365,
DotY: 565,
})
h.createCallout(callout{
LabelText: "Belt",
LabelX: 535,
LabelY: 490,
DotX: 530,
DotY: 568,
})
}
type line struct {
StartX int
StartY int
MoveX int
MoveY int
Color color.Color
}
type callout struct {
LabelText string
LabelX int
LabelY int
DotX int
DotY int
}
func (h *Overlay) createBullet(c callout) {
newLabel := h.uiManager.NewLabel(d2resource.FontFormal11, d2resource.PaletteSky)
newLabel.SetText(c.LabelText)
//ww, hh = newLabel.GetSize()
newLabel.SetPosition(c.LabelX, c.LabelY)
h.text = append(h.text, newLabel)
anim, _ := h.asset.LoadAnimation(d2resource.HelpYellowBullet, d2resource.PaletteSky)
newDot, _ := h.uiManager.NewSprite(anim)
_ = newDot.SetCurrentFrame(0)
newDot.SetPosition(c.DotX, c.DotY+14)
h.frames = append(h.frames, newDot)
}
func (h *Overlay) createCallout(c callout) {
newLabel := h.uiManager.NewLabel(d2resource.FontFormal11, d2resource.PaletteSky)
newLabel.Color[0] = d2util.Color(0xff0000_ff)
newLabel.SetText(c.LabelText)
newLabel.SetPosition(c.LabelX, c.LabelY)
newLabel.Alignment = d2gui.HorizontalAlignCenter
ww, hh := newLabel.GetTextMetrics(c.LabelText)
h.text = append(h.text, newLabel)
_ = ww
l := line{
StartX: c.LabelX,
StartY: c.LabelY + hh + 5,
MoveX: 0,
MoveY: c.DotY - c.LabelY - hh - 5,
Color: color.White,
}
h.lines = append(h.lines, l)
anim, _ := h.asset.LoadAnimation(d2resource.HelpWhiteBullet, d2resource.PaletteSky)
newDot, _ := h.uiManager.NewSprite(anim)
_ = newDot.SetCurrentFrame(0)
newDot.SetPosition(c.DotX, c.DotY)
h.frames = append(h.frames, newDot)
}
func (h *Overlay) Render(target d2interface.Surface) error {
if !h.isOpen {
return nil
}
for _, f := range h.frames {
_ = f.Render(target)
}
for _, t := range h.text {
t.Render(target)
}
for _, l := range h.lines {
target.PushTranslation(l.StartX, l.StartY)
target.DrawLine(l.MoveX, l.MoveY, l.Color)
target.Pop()
// target.DrawLine(0, entityHeight, color.White)
// target.DrawLine(entityWidth, 0, color.White)
}
// x, y := h.originX, h.originY
// y += 20
// frameIndex := 0
// // Frame
// // Top left
// if err := h.frame.SetCurrentFrame(frameIndex); err != nil {
// return err
// }
// h.frame.SetCurrentFrame(frameIndex)
// h.frame.Render(target)
// frameIndex++
// width, height := h.frame.GetCurrentFrameSize()
// _ = width
// y += height
// h.frame.SetPosition(x, y)
// if err := h.frame.SetCurrentFrame(frameIndex); err != nil {
// return err
// }
// h.frame.SetCurrentFrame(frameIndex)
// h.frame.Render(target)
// frameIndex++
// // _ = width
// h.frame.SetPosition(x, y)
// if err := h.frame.Render(target); err != nil {
// return err
// }
//d2gui.Render(target)
return nil
}