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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-12 02:30:43 +00:00
OpenDiablo2/d2game/d2player/inventory_grid.go
lord acc4c7a13e
d2ui refactor (#699)
* fixed lint errors in button.go

* fixed lint errors in checkbox.go

* Removed d2ui singleton, fixed nearly all lint errors

- Changed `UI` struct to `UIManager`, removed singleton
- UI element provider functions are now methods of the UI Manager
- Screens now use the UI manager to create UI elements
- game panels in d2player now use the UI Manager to create UI elements
- Only the UI manager knows about "widgets"; calls to `d2ui.AddWidget` in Screen instances have been removed

* changed ui element provider methods from `Create` to `New`
2020-08-06 10:30:23 -04:00

265 lines
6.4 KiB
Go

package d2player
import (
"errors"
"fmt"
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
// images for 1x1 grid tile items (rings and stuff) are 28x28 pixel
// however, the grid cells are 29x29 pixels, this is for padding
// for each row in inventory, we need to account for this padding
const cellPadding = 1
type InventoryItem interface {
InventoryGridSize() (width int, height int)
GetItemCode() string
InventoryGridSlot() (x, y int)
SetInventoryGridSlot(x, y int)
GetItemDescription() []string
}
var ErrorInventoryFull = errors.New("inventory full")
// Reusable grid for use with player and merchant inventory.
// Handles layout and rendering item icons based on code.
type ItemGrid struct {
uiManager *d2ui.UIManager
items []InventoryItem
equipmentSlots map[d2enum.EquippedSlot]EquipmentSlot
width int
height int
originX int
originY int
sprites map[string]*d2ui.Sprite
slotSize int
}
func NewItemGrid(ui *d2ui.UIManager, record *d2datadict.InventoryRecord) *ItemGrid {
grid := record.Grid
return &ItemGrid{
uiManager: ui,
width: grid.Box.Width,
height: grid.Box.Height,
originX: grid.Box.Left,
originY: grid.Box.Top + (grid.Rows * cellPadding),
slotSize: grid.CellWidth,
sprites: make(map[string]*d2ui.Sprite),
equipmentSlots: genEquipmentSlotsMap(record),
}
}
func (g *ItemGrid) SlotToScreen(slotX int, slotY int) (screenX int, screenY int) {
screenX = g.originX + slotX*g.slotSize
screenY = g.originY + slotY*g.slotSize
return screenX, screenY
}
func (g *ItemGrid) ScreenToSlot(screenX int, screenY int) (slotX int, slotY int) {
slotX = (screenX - g.originX) / g.slotSize
slotY = (screenY - g.originY) / g.slotSize
return slotX, slotY
}
func (g *ItemGrid) GetSlot(x, y int) InventoryItem {
for _, item := range g.items {
slotX, slotY := item.InventoryGridSlot()
width, height := item.InventoryGridSize()
if x >= slotX && x < slotX+width && y >= slotY && y < slotY+height {
return item
}
}
return nil
}
func (g *ItemGrid) ChangeEquippedSlot(slot d2enum.EquippedSlot, item InventoryItem) {
var curItem = g.equipmentSlots[slot]
curItem.item = item
g.equipmentSlots[slot] = curItem
}
// Add places a given set of items into the first available slots.
// Returns a count of the number of items which could be inserted.
func (g *ItemGrid) Add(items ...InventoryItem) (int, error) {
added := 0
var err error
for _, item := range items {
if g.add(item) {
added++
} else {
err = ErrorInventoryFull
break
}
}
g.Load(items...)
return added, err
}
func (g *ItemGrid) loadItem(item InventoryItem) {
if _, exists := g.sprites[item.GetItemCode()]; !exists {
var itemSprite *d2ui.Sprite
// TODO: Put the pattern into D2Shared
animation, err := d2asset.LoadAnimation(
fmt.Sprintf("/data/global/items/inv%s.dc6", item.GetItemCode()),
d2resource.PaletteSky,
)
if err != nil {
log.Printf("failed to load sprite for item (%s): %v", item.GetItemCode(), err)
return
}
itemSprite, err = g.uiManager.NewSprite(animation)
if err != nil {
log.Printf("Failed to load sprite, error: " + err.Error())
}
g.sprites[item.GetItemCode()] = itemSprite
}
}
// Load reads the inventory sprites for items into local cache for rendering.
func (g *ItemGrid) Load(items ...InventoryItem) {
for _, item := range items {
g.loadItem(item)
}
for _, eq := range g.equipmentSlots {
if eq.item != nil {
g.loadItem(eq.item)
}
}
}
// Walk from top left to bottom right until a position large enough to hold the item is found.
// This is inefficient but simplifies the storage. At most a hundred or so cells will be looped, so impact is minimal.
func (g *ItemGrid) add(item InventoryItem) bool {
for y := 0; y < g.height; y++ {
for x := 0; x < g.width; x++ {
if !g.canFit(x, y, item) {
continue
}
g.set(x, y, item)
return true
}
}
return false
}
// canFit loops over all items to determine if any other items would overlap the given position.
func (g *ItemGrid) canFit(x, y int, item InventoryItem) bool {
insertWidth, insertHeight := item.InventoryGridSize()
if x+insertWidth > g.width || y+insertHeight > g.height {
return false
}
for _, compItem := range g.items {
slotX, slotY := compItem.InventoryGridSlot()
compWidth, compHeight := compItem.InventoryGridSize()
if x+insertWidth >= slotX &&
x < slotX+compWidth &&
y+insertHeight >= slotY &&
y < slotY+compHeight {
return false
}
}
return true
}
func (g *ItemGrid) Set(x, y int, item InventoryItem) error {
if !g.canFit(x, y, item) {
return fmt.Errorf("can not set item (%s) to position (%v, %v)", item.GetItemCode(), x, y)
}
g.set(x, y, item)
return nil
}
func (g *ItemGrid) set(x, y int, item InventoryItem) {
item.SetInventoryGridSlot(x, y)
g.items = append(g.items, item)
g.Load(item)
}
// Remove does an in place filter to remove the element from the slice of items.
func (g *ItemGrid) Remove(item InventoryItem) {
n := 0
for _, compItem := range g.items {
if compItem == item {
continue
}
g.items[n] = compItem
n++
}
g.items = g.items[:n]
}
func (g *ItemGrid) renderItem(item InventoryItem, target d2interface.Surface, x, y int) {
itemSprite := g.sprites[item.GetItemCode()]
if itemSprite != nil {
itemSprite.SetPosition(x, y)
itemSprite.GetCurrentFrameSize()
_ = itemSprite.Render(target)
}
}
func (g *ItemGrid) Render(target d2interface.Surface) {
g.renderInventoryItems(target)
g.renderEquippedItems(target)
}
func (g *ItemGrid) renderInventoryItems(target d2interface.Surface) {
for _, item := range g.items {
itemSprite := g.sprites[item.GetItemCode()]
slotX, slotY := g.SlotToScreen(item.InventoryGridSlot())
_, h := itemSprite.GetCurrentFrameSize()
slotY += h
g.renderItem(item, target, slotX, slotY)
}
}
func (g *ItemGrid) renderEquippedItems(target d2interface.Surface) {
for _, eq := range g.equipmentSlots {
if eq.item == nil {
continue
}
itemSprite := g.sprites[eq.item.GetItemCode()]
itemWidth, itemHeight := itemSprite.GetCurrentFrameSize()
x := eq.x + ((eq.width - itemWidth) / 2)
y := eq.y - ((eq.height - itemHeight) / 2)
g.renderItem(eq.item, target, x, y)
}
}