mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-04 17:27:16 -05:00
9ffbf1320c
* 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>
115 lines
2.7 KiB
Go
115 lines
2.7 KiB
Go
package d2screen
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import (
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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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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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const (
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logPrefix = "Screen Manager"
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)
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// ScreenManager manages game screens (main menu, credits, character select, game, etc)
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type ScreenManager struct {
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uiManager *d2ui.UIManager
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nextScreen Screen
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loadingScreen Screen
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loadingState LoadingState
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currentScreen Screen
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guiManager *d2gui.GuiManager
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*d2util.Logger
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}
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// NewScreenManager creates a screen manager
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func NewScreenManager(ui *d2ui.UIManager, l d2util.LogLevel, guiManager *d2gui.GuiManager) *ScreenManager {
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sm := &ScreenManager{
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uiManager: ui,
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guiManager: guiManager,
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}
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sm.Logger = d2util.NewLogger()
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sm.Logger.SetPrefix(logPrefix)
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sm.Logger.SetLevel(l)
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return sm
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}
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// SetNextScreen is about to set a given screen as next
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func (sm *ScreenManager) SetNextScreen(screen Screen) {
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sm.nextScreen = screen
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}
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// Advance updates the UI on every frame
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func (sm *ScreenManager) Advance(elapsed float64) error {
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switch {
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case sm.loadingScreen != nil:
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// this call blocks execution and could lead to deadlock if a screen implements OnLoad incorreclty
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load, ok := <-sm.loadingState.updates
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if !ok {
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sm.Warning("loadingState chan should not be closed while in a loading screen")
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}
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if load.err != nil {
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sm.Errorf("PROBLEM LOADING THE SCREEN: %v", load.err)
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return load.err
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}
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sm.guiManager.ShowLoadScreen(load.progress)
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if load.done {
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sm.currentScreen = sm.loadingScreen
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sm.loadingScreen = nil
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sm.guiManager.ShowCursor()
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sm.guiManager.HideLoadScreen()
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}
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case sm.nextScreen != nil:
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if handler, ok := sm.currentScreen.(ScreenUnloadHandler); ok {
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if err := handler.OnUnload(); err != nil {
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return err
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}
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}
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sm.uiManager.Reset()
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sm.guiManager.SetLayout(nil)
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if handler, ok := sm.nextScreen.(ScreenLoadHandler); ok {
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sm.guiManager.ShowLoadScreen(0)
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sm.guiManager.HideCursor()
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sm.loadingState = LoadingState{updates: make(chan loadingUpdate)}
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go func() {
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handler.OnLoad(sm.loadingState)
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sm.loadingState.Done()
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}()
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sm.currentScreen = nil
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sm.loadingScreen = sm.nextScreen
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} else {
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sm.currentScreen = sm.nextScreen
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sm.loadingScreen = nil
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}
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sm.nextScreen = nil
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case sm.currentScreen != nil:
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if handler, ok := sm.currentScreen.(ScreenAdvanceHandler); ok {
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if err := handler.Advance(elapsed); err != nil {
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return err
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}
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}
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}
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return nil
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}
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// Render renders the UI by a given surface
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func (sm *ScreenManager) Render(surface d2interface.Surface) {
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if handler, ok := sm.currentScreen.(ScreenRenderHandler); ok {
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handler.Render(surface)
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}
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}
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