OpenDiablo2/d2core/d2ui/frame.go

234 lines
5.0 KiB
Go

package d2ui
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
)
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 {
asset *d2asset.AssetManager
uiManager *UIManager
frame *Sprite
originX int
originY int
frameOrientation frameOrientation
}
// frame indices into dc6 images for panels
const (
leftFrameTopLeft = iota
leftFrameTopRight
leftFrameMiddleRight
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
}
frame := &UIFrame{
asset: asset,
uiManager: uiManager,
frameOrientation: frameOrientation,
originX: originX,
originY: originY,
}
frame.Load()
return frame
}
// Load the necessary frame resources
func (u *UIFrame) Load() {
sprite, err := u.uiManager.NewSprite(d2resource.Frame, d2resource.PaletteSky)
if err != nil {
log.Print(err)
}
u.frame = sprite
}
// Render the frame to the target surface
func (u *UIFrame) Render(target d2interface.Surface) error {
switch u.frameOrientation {
case FrameLeft:
return u.renderLeft(target)
case FrameRight:
return u.renderRight(target)
}
return nil
}
func (u *UIFrame) renderLeft(target d2interface.Surface) error {
// the frame pieces we are interested in.
framePieces := []int{
leftFrameTopLeft,
leftFrameTopRight,
leftFrameMiddleRight,
leftFrameBottomLeft,
leftFrameBottomRight,
}
// the frame coordinates
coord := make(map[int]*struct{ x, y int })
startX, startY := u.originX, u.originY
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 leftFrameMiddleRight:
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.originX, u.originY
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)
if err := u.frame.Render(sfc); err != nil {
return err
}
return nil
}