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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-27 09:35:29 +00:00
OpenDiablo2/d2core/d2ui/frame.go
gucio321 9ffbf1320c
D2core logger (#934)
* logger for d2audio & d2map

* logger for d2ui e.t.c

* d2inventory now passes on error messages

* no more importing log in d2core

* implemented #925

* added logger to part of d2networking & fixed "need to be changed" comments

* fixed lints

* fixed errors

Co-authored-by: M. Sz <mszeptuch@protonmail.com>
2020-11-21 02:33:22 -08:00

286 lines
6.1 KiB
Go

package d2ui
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
// static check that UIFrame implements Widget
var _ Widget = &UIFrame{}
type frameOrientation = int
// Frame orientations
const (
FrameLeft frameOrientation = iota
FrameRight
)
// UIFrame is a representation of a ui panel that occupies the left or right half of the screen
// when it is visible.
type UIFrame struct {
*BaseWidget
asset *d2asset.AssetManager
frame *Sprite
frameOrientation frameOrientation
}
// frame indices into dc6 images for panels
const (
leftFrameTopLeft = iota
leftFrameTopRight
leftFrameMiddleLeft
leftFrameBottomLeft
leftFrameBottomRight
rightFrameTopLeft
rightFrameTopRight
rightFrameMiddleRight
rightFrameBottomRight
rightFrameBottomLeft
)
// NewUIFrame creates a new Frame instance
func NewUIFrame(
asset *d2asset.AssetManager,
uiManager *UIManager,
frameOrientation frameOrientation,
) *UIFrame {
var originX, originY = 0, 0
switch frameOrientation {
case FrameLeft:
originX = 0
originY = 0
case FrameRight:
originX = 400
originY = 0
}
base := NewBaseWidget(uiManager)
base.SetPosition(originX, originY)
frame := &UIFrame{
BaseWidget: base,
asset: asset,
frameOrientation: frameOrientation,
}
frame.Load()
frame.asset.Logger.SetPrefix(logPrefix) // workaround
return frame
}
// Load the necessary frame resources
func (u *UIFrame) Load() {
sprite, err := u.manager.NewSprite(d2resource.Frame, d2resource.PaletteSky)
if err != nil {
u.asset.Logger.Error(err.Error())
}
u.frame = sprite
u.calculateSize()
}
func (u *UIFrame) calculateSize() {
var framesWidth, framesHeight []int
if u.frameOrientation == FrameLeft {
framesWidth = []int{
leftFrameTopLeft,
leftFrameTopRight,
}
framesHeight = []int{
leftFrameTopLeft,
leftFrameMiddleLeft,
leftFrameBottomLeft,
}
} else if u.frameOrientation == FrameRight {
framesWidth = []int{
rightFrameTopLeft,
rightFrameTopRight,
}
framesHeight = []int{
rightFrameTopRight,
rightFrameMiddleRight,
rightFrameBottomRight,
}
}
for i := range framesWidth {
w, _, err := u.frame.GetFrameSize(framesWidth[i])
if err != nil {
u.asset.Logger.Error(err.Error())
}
u.width += w
}
for i := range framesHeight {
_, h, err := u.frame.GetFrameSize(framesHeight[i])
if err != nil {
u.asset.Logger.Error(err.Error())
}
u.height += h
}
}
// Render the frame to the target surface
func (u *UIFrame) Render(target d2interface.Surface) {
switch u.frameOrientation {
case FrameLeft:
if err := u.renderLeft(target); err != nil {
u.asset.Logger.Error("Render error" + err.Error())
}
case FrameRight:
if err := u.renderRight(target); err != nil {
u.asset.Logger.Error("Render error" + err.Error())
}
}
}
func (u *UIFrame) renderLeft(target d2interface.Surface) error {
// the frame pieces we are interested in.
framePieces := []int{
leftFrameTopLeft,
leftFrameTopRight,
leftFrameMiddleLeft,
leftFrameBottomLeft,
leftFrameBottomRight,
}
// the frame coordinates
coord := make(map[int]*struct{ x, y int })
startX, startY := u.GetPosition()
currentX, currentY := startX, startY
// first determine the coordinates for each frame
// the order that we check is important
for _, piece := range framePieces {
width, height, err := u.frame.GetFrameSize(piece)
if err != nil {
return err
}
c := &struct{ x, y int }{}
switch piece {
case leftFrameTopLeft:
c.x, c.y = currentX, currentY+height
currentX, currentY = currentX+width, currentY+height
case leftFrameTopRight:
c.x, c.y = currentX, startY+height
currentX = startX
case leftFrameMiddleLeft:
c.x, c.y = currentX, currentY+height
currentY += height
case leftFrameBottomLeft:
c.x, c.y = currentX, currentY+height
currentX += width
case leftFrameBottomRight:
c.x, c.y = currentX, currentY+height
}
coord[piece] = c
}
// now render the pieces with the coordinates
for idx, c := range coord {
err := u.renderFramePiece(target, c.x, c.y, idx)
if err != nil {
return err
}
}
return nil
}
func (u *UIFrame) renderRight(target d2interface.Surface) error {
// the frame pieces we are interested in.
framePieces := []int{
rightFrameTopLeft,
rightFrameTopRight,
rightFrameMiddleRight,
rightFrameBottomRight,
rightFrameBottomLeft,
}
// the frame coordinates
coord := make(map[int]*struct{ x, y int })
startX, startY := u.GetPosition()
currentX, currentY := startX, startY
// first determine the coordinates for each frame
// the order that we check is important
for _, piece := range framePieces {
width, height, err := u.frame.GetFrameSize(piece)
if err != nil {
return err
}
c := &struct{ x, y int }{}
switch piece {
case rightFrameTopLeft:
c.x, c.y = currentX, currentY+height
currentX += width
case rightFrameTopRight:
c.x, c.y = currentX, currentY+height
currentX += width
currentY += height
case rightFrameMiddleRight:
c.x, c.y = currentX-width, currentY+height
currentY += height
case rightFrameBottomRight:
c.x, c.y = currentX-width, currentY+height
currentX -= width
case rightFrameBottomLeft:
c.x, c.y = currentX-width, currentY+height
currentX += width
}
coord[piece] = c
}
// now render the pieces with the coordinates
for idx, c := range coord {
err := u.renderFramePiece(target, c.x, c.y, idx)
if err != nil {
return err
}
}
return nil
}
// GetFrameBounds returns the maximum width and height of all frames in sprite.
func (u *UIFrame) GetFrameBounds() (width, height int) {
return u.frame.GetFrameBounds()
}
// GetFrameCount returns the number of frames in the sprite
func (u *UIFrame) GetFrameCount() int {
return u.frame.GetFrameCount()
}
func (u *UIFrame) renderFramePiece(sfc d2interface.Surface, x, y, idx int) error {
if err := u.frame.SetCurrentFrame(idx); err != nil {
return err
}
u.frame.SetPosition(x, y)
u.frame.Render(sfc)
return nil
}
// Advance is a no-op
func (u *UIFrame) Advance(elapsed float64) error {
return nil
}