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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-09-27 05:35:57 -04:00
OpenDiablo2/d2game/d2player/hero_stats_panel.go
Maxime Lavigne (malavv) 0a78a1adcc
Centralized usage of Fonts to fix cache #515 (#556)
The split between d2ui and d2asset Font version caused incorrect caching between the two. After looking at d2interface.Font, I saw the d2asset was the most recent and more tightly and cleanly packaged.

I therefore removed the old d2ui.Font and embedded the d2asset version in the d2ui.Label and d2ui.Button.

Looking at the code of d2ui, it would be logical to completly swap it for their d2gui version. But at least for the moment, the d2ui.Button as more functionality since it embeds a Label (instead of a font), and this label now has multiline horizontal alignement.
2020-07-07 20:16:22 -04:00

289 lines
9.0 KiB
Go

package d2player
import (
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
"strconv"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
type PanelText struct {
X int
Y int
Height int
Text string
Font string
AlignCenter bool
}
type StatsPanelLabels struct {
Level d2ui.Label
Experience d2ui.Label
NextLevelExp d2ui.Label
Strength d2ui.Label
Dexterity d2ui.Label
Vitality d2ui.Label
Energy d2ui.Label
Health d2ui.Label
MaxHealth d2ui.Label
Mana d2ui.Label
MaxMana d2ui.Label
MaxStamina d2ui.Label
Stamina d2ui.Label
}
var StaticTextLabels = []PanelText{
{X: 110, Y: 100, Text: "Level", Font: d2resource.Font6, AlignCenter: true},
{X: 200, Y: 100, Text: "Experience", Font: d2resource.Font6, AlignCenter: true},
{X: 330, Y: 100, Text: "Next Level", Font: d2resource.Font6, AlignCenter: true},
{X: 100, Y: 150, Text: "Strength", Font: d2resource.Font6},
{X: 100, Y: 213, Text: "Dexterity", Font: d2resource.Font6},
{X: 100, Y: 300, Text: "Vitality", Font: d2resource.Font6},
{X: 100, Y: 360, Text: "Energy", Font: d2resource.Font6},
{X: 280, Y: 260, Text: "Defense", Font: d2resource.Font6},
{X: 280, Y: 300, Text: "Stamina", Font: d2resource.Font6, AlignCenter: true},
{X: 280, Y: 322, Text: "Life", Font: d2resource.Font6, AlignCenter: true},
{X: 280, Y: 360, Text: "Mana", Font: d2resource.Font6, AlignCenter: true},
// can't use "Fire\nResistance" because line spacing is too big and breaks the layout
{X: 310, Y: 395, Text: "Fire", Font: d2resource.Font6, AlignCenter: true},
{X: 310, Y: 402, Text: "Resistance", Font: d2resource.Font6, AlignCenter: true},
{X: 310, Y: 420, Text: "Cold", Font: d2resource.Font6, AlignCenter: true},
{X: 310, Y: 427, Text: "Resistance", Font: d2resource.Font6, AlignCenter: true},
{X: 310, Y: 445, Text: "Lightning", Font: d2resource.Font6, AlignCenter: true},
{X: 310, Y: 452, Text: "Resistance", Font: d2resource.Font6, AlignCenter: true},
{X: 310, Y: 468, Text: "Poison", Font: d2resource.Font6, AlignCenter: true},
{X: 310, Y: 477, Text: "Resistance", Font: d2resource.Font6, AlignCenter: true},
}
// stores all the labels that can change during gameplay(e.g. current level, current hp, mana, etc.)
var StatValueLabels = make([]d2ui.Label, 13)
type HeroStatsPanel struct {
frame *d2ui.Sprite
panel *d2ui.Sprite
heroState *d2hero.HeroStatsState
heroName string
heroClass d2enum.Hero
renderer d2interface.Renderer
staticMenuImageCache *d2interface.Surface
labels *StatsPanelLabels
originX int
originY int
isOpen bool
}
func NewHeroStatsPanel(renderer d2interface.Renderer, heroName string, heroClass d2enum.Hero,
heroState d2hero.HeroStatsState) *HeroStatsPanel {
originX := 0
originY := 0
return &HeroStatsPanel{
renderer: renderer,
originX: originX,
originY: originY,
heroState: &heroState,
heroName: heroName,
heroClass: heroClass,
labels: &StatsPanelLabels{},
}
}
func (s *HeroStatsPanel) Load() {
animation, _ := d2asset.LoadAnimation(d2resource.Frame, d2resource.PaletteSky)
s.frame, _ = d2ui.LoadSprite(animation)
animation, _ = d2asset.LoadAnimation(d2resource.InventoryCharacterPanel, d2resource.PaletteSky)
s.panel, _ = d2ui.LoadSprite(animation)
s.initStatValueLabels()
}
func (s *HeroStatsPanel) IsOpen() bool {
return s.isOpen
}
func (s *HeroStatsPanel) Toggle() {
s.isOpen = !s.isOpen
}
func (s *HeroStatsPanel) Open() {
s.isOpen = true
}
func (s *HeroStatsPanel) Close() {
s.isOpen = false
}
func (s *HeroStatsPanel) Render(target d2interface.Surface) {
if !s.isOpen {
return
}
if s.staticMenuImageCache == nil {
frameWidth, frameHeight := s.frame.GetFrameBounds()
framesCount := s.frame.GetFrameCount()
surface, err := s.renderer.NewSurface(frameWidth*framesCount, frameHeight*framesCount, d2enum.FilterNearest)
if err != nil {
return
}
s.staticMenuImageCache = &surface
s.renderStaticMenu(*s.staticMenuImageCache)
}
target.Render(*s.staticMenuImageCache)
s.renderStatValues(target)
}
func (s *HeroStatsPanel) renderStaticMenu(target d2interface.Surface) {
x, y := s.originX, s.originY
// Frame
// Top left
s.frame.SetCurrentFrame(0)
w, h := s.frame.GetCurrentFrameSize()
s.frame.SetPosition(x, y+h)
s.frame.Render(target)
x += w
y += h
// Top right
s.frame.SetCurrentFrame(1)
w, h = s.frame.GetCurrentFrameSize()
s.frame.SetPosition(x, s.originY+h)
s.frame.Render(target)
x = s.originX
// Right
s.frame.SetCurrentFrame(2)
w, h = s.frame.GetCurrentFrameSize()
s.frame.SetPosition(x, y+h)
s.frame.Render(target)
y += h
// Bottom left
s.frame.SetCurrentFrame(3)
w, h = s.frame.GetCurrentFrameSize()
s.frame.SetPosition(x, y+h)
s.frame.Render(target)
x += w
// Bottom right
s.frame.SetCurrentFrame(4)
w, h = s.frame.GetCurrentFrameSize()
s.frame.SetPosition(x, y+h)
s.frame.Render(target)
x, y = s.originX, s.originY
y += 64
x += 80
// Panel
// Top left
s.panel.SetCurrentFrame(0)
w, h = s.panel.GetCurrentFrameSize()
s.panel.SetPosition(x, y+h)
s.panel.Render(target)
x += w
// Top right
s.panel.SetCurrentFrame(1)
w, h = s.panel.GetCurrentFrameSize()
s.panel.SetPosition(x, y+h)
s.panel.Render(target)
y += h
// Bottom right
s.panel.SetCurrentFrame(3)
w, h = s.panel.GetCurrentFrameSize()
s.panel.SetPosition(x, y+h)
s.panel.Render(target)
// Bottom left
s.panel.SetCurrentFrame(2)
w, h = s.panel.GetCurrentFrameSize()
s.panel.SetPosition(x-w, y+h)
s.panel.Render(target)
var label d2ui.Label
// all static labels are not stored since we use them only once to generate the image cache
for _, textElement := range StaticTextLabels {
label = s.createTextLabel(textElement)
label.Render(target)
}
// hero name and class are part of the static image cache since they don't change after we enter the world
label = s.createTextLabel(PanelText{X: 165, Y: 72, Text: s.heroName, Font: d2resource.Font16, AlignCenter: true})
label.Render(target)
label = s.createTextLabel(PanelText{X: 330, Y: 72, Text: s.heroClass.String(), Font: d2resource.Font16, AlignCenter: true})
label.Render(target)
}
func (s *HeroStatsPanel) initStatValueLabels() {
s.labels.Level = s.createStatValueLabel(s.heroState.Level, 112, 110)
s.labels.Experience = s.createStatValueLabel(s.heroState.Experience, 200, 110)
s.labels.NextLevelExp = s.createStatValueLabel(s.heroState.NextLevelExp, 330, 110)
s.labels.Strength = s.createStatValueLabel(s.heroState.Strength, 175, 147)
s.labels.Dexterity = s.createStatValueLabel(s.heroState.Dexterity, 175, 207)
s.labels.Vitality = s.createStatValueLabel(s.heroState.Vitality, 175, 295)
s.labels.Energy = s.createStatValueLabel(s.heroState.Energy, 175, 355)
s.labels.MaxStamina = s.createStatValueLabel(s.heroState.MaxStamina, 330, 295)
s.labels.Stamina = s.createStatValueLabel(s.heroState.Stamina, 370, 295)
s.labels.MaxHealth = s.createStatValueLabel(s.heroState.MaxHealth, 330, 320)
s.labels.Health = s.createStatValueLabel(s.heroState.Health, 370, 320)
s.labels.MaxMana = s.createStatValueLabel(s.heroState.MaxMana, 330, 355)
s.labels.Mana = s.createStatValueLabel(s.heroState.Mana, 370, 355)
}
func (s *HeroStatsPanel) renderStatValues(target d2interface.Surface) {
s.renderStatValueNum(s.labels.Level, s.heroState.Level, target)
s.renderStatValueNum(s.labels.Experience, s.heroState.Experience, target)
s.renderStatValueNum(s.labels.NextLevelExp, s.heroState.NextLevelExp, target)
s.renderStatValueNum(s.labels.Strength, s.heroState.Strength, target)
s.renderStatValueNum(s.labels.Dexterity, s.heroState.Dexterity, target)
s.renderStatValueNum(s.labels.Vitality, s.heroState.Vitality, target)
s.renderStatValueNum(s.labels.Energy, s.heroState.Energy, target)
s.renderStatValueNum(s.labels.MaxHealth, s.heroState.MaxHealth, target)
s.renderStatValueNum(s.labels.Health, s.heroState.Health, target)
s.renderStatValueNum(s.labels.MaxStamina, s.heroState.MaxStamina, target)
s.renderStatValueNum(s.labels.Stamina, s.heroState.Stamina, target)
s.renderStatValueNum(s.labels.MaxMana, s.heroState.MaxMana, target)
s.renderStatValueNum(s.labels.Mana, s.heroState.Mana, target)
}
func (s *HeroStatsPanel) renderStatValueNum(label d2ui.Label, value int, target d2interface.Surface) {
label.SetText(strconv.Itoa(value))
label.Render(target)
}
func (s *HeroStatsPanel) createStatValueLabel(stat int, x int, y int) d2ui.Label {
text := strconv.Itoa(stat)
return s.createTextLabel(PanelText{X: x, Y: y, Text: text, Font: d2resource.Font16, AlignCenter: true})
}
func (s *HeroStatsPanel) createTextLabel(element PanelText) d2ui.Label {
label := d2ui.CreateLabel(element.Font, d2resource.PaletteStatic)
if element.AlignCenter {
label.Alignment = d2gui.HorizontalAlignCenter
}
label.SetText(element.Text)
label.SetPosition(element.X, element.Y)
return label
}