OpenDiablo2/d2game/d2player/party_panel.go

322 lines
8.0 KiB
Go

package d2player
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const ( // for the dc6 frames
partyPanelTopLeft = iota
partyPanelTopRight
partyPanelBottomLeft
partyPanelBottomRight
)
const (
partyPanelOffsetX, partyPanelOffsetY = 80, 64
)
const (
partyPanelCloseButtonX, partyPanelCloseButtonY = 358, 453
partyPanelHeroNameX, partyPanelHeroNameY = 180, 80
)
const (
seeingButtonFrame = iota * 4
relationshipsFrame
listeningButtonFrame
lockButtonFrame
nextButtonFrame = 2
)
const (
maxPlayersInGame = 8
barX = 90
relationshipSwitcherX = 95
seeingSwitcherX = 345
listeningSwitcherX = 365
nameLabelX = 115
classLabelX = 115
baseBarY = 134
baseRelationshipSwitcherY = 150
baseSeeingSwitcherY = 145
baseListeningSwitcherY = 145
baseNameLabelY = 145
baseClassLabelY = 160
nextBar = 52
)
type partyIndex struct {
name *d2ui.Label
class *d2ui.Label
level *d2ui.Label
relationshipSwitcher *d2ui.SwitchableButton
seeingSwitcher *d2ui.SwitchableButton
listeningSwitcher *d2ui.SwitchableButton
}
func (s *PartyPanel) NewPartyIndex(name string, class d2enum.Hero, level int, idx int) *partyIndex {
result := &partyIndex{}
nameLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
nameLabel.SetText(name)
nameLabel.SetPosition(nameLabelX, baseNameLabelY+nextBar*idx)
result.name = nameLabel
classLabel := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
classLabel.SetText(s.asset.TranslateString(class.String()))
classLabel.SetPosition(classLabelX, baseClassLabelY+nextBar*idx)
result.class = classLabel
relationships := s.createSwitcher(relationshipsFrame, relationshipSwitcherX, baseRelationshipSwitcherY+nextBar*idx)
result.relationshipSwitcher = relationships
seeing := s.createSwitcher(seeingButtonFrame, seeingSwitcherX, baseSeeingSwitcherY+nextBar*idx)
result.seeingSwitcher = seeing
listening := s.createSwitcher(listeningButtonFrame, listeningSwitcherX, baseListeningSwitcherY+nextBar*idx)
result.listeningSwitcher = listening
return result
}
// NewPartyPanel creates a new party panel
func NewPartyPanel(asset *d2asset.AssetManager,
ui *d2ui.UIManager,
heroName string,
l d2util.LogLevel,
heroState *d2hero.HeroStatsState) *PartyPanel {
originX := 0
originY := 0
var v [maxPlayersInGame]*partyIndex
for i := 0; i < maxPlayersInGame; i++ {
v[i] = &partyIndex{}
}
hsp := &PartyPanel{
asset: asset,
uiManager: ui,
originX: originX,
originY: originY,
heroState: heroState,
heroName: heroName,
labels: &StatsPanelLabels{},
partyIndexes: v,
barX: barX,
barY: baseBarY,
}
hsp.Logger = d2util.NewLogger()
hsp.Logger.SetLevel(l)
hsp.Logger.SetPrefix(logPrefix)
return hsp
}
// PartyPanel represents the party panel
type PartyPanel struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
panel *d2ui.Sprite
bar *d2ui.Sprite
heroState *d2hero.HeroStatsState
heroName string
labels *StatsPanelLabels
onCloseCb func()
panelGroup *d2ui.WidgetGroup
partyIndexes [maxPlayersInGame]*partyIndex
originX int
originY int
isOpen bool
barX int
barY int
*d2util.Logger
}
// Load the data for the hero status panel
func (s *PartyPanel) Load() {
var err error
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
frame := s.uiManager.NewUIFrame(d2ui.FrameLeft)
s.panelGroup.AddWidget(frame)
s.panel, err = s.uiManager.NewSprite(d2resource.PartyPanel, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
w, h := frame.GetSize()
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticPanelFrames, w, h)
s.panelGroup.AddWidget(staticPanel)
closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
closeButton.SetVisible(false)
closeButton.SetPosition(partyPanelCloseButtonX, partyPanelCloseButtonY)
closeButton.OnActivated(func() { s.Close() })
s.panelGroup.AddWidget(closeButton)
heroName := s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
heroName.SetText(s.heroName)
heroName.SetPosition(partyPanelHeroNameX, partyPanelHeroNameY)
heroName.Alignment = d2ui.HorizontalAlignCenter
s.panelGroup.AddWidget(heroName)
s.bar, err = s.uiManager.NewSprite(d2resource.PartyBar, d2resource.PaletteSky)
if err != nil {
s.Error(err.Error())
}
s.barX, s.barY = barX, baseBarY+1*nextBar
w, h = s.bar.GetCurrentFrameSize()
v := s.uiManager.NewCustomWidget(s.renderBar, w, h)
s.panelGroup.AddWidget(v)
// example data
s.partyIndexes[0] = s.NewPartyIndex("PartyMember", d2enum.HeroPaladin, 5, 0)
for _, i := range s.partyIndexes {
// needed for "developing time" to avoit panic
if i.name != nil {
s.panelGroup.AddWidget(i.name)
}
if i.class != nil {
s.panelGroup.AddWidget(i.class)
}
if i.relationshipSwitcher != nil {
s.panelGroup.AddWidget(i.relationshipSwitcher)
}
if i.seeingSwitcher != nil {
s.panelGroup.AddWidget(i.seeingSwitcher)
}
if i.listeningSwitcher != nil {
s.panelGroup.AddWidget(i.listeningSwitcher)
}
}
s.panelGroup.SetVisible(false)
}
func (s *PartyPanel) createSwitcher(frame, x, y int) *d2ui.SwitchableButton {
active := s.uiManager.NewCustomButton(d2resource.PartyBoxes, frame)
inactive := s.uiManager.NewCustomButton(d2resource.PartyBoxes, frame+nextButtonFrame)
switcher := s.uiManager.NewSwitchableButton(active, inactive, true)
switcher.SetPosition(x, y)
return switcher
}
// IsOpen returns true if the hero status panel is open
func (s *PartyPanel) IsOpen() bool {
return s.isOpen
}
// Toggle toggles the visibility of the hero status panel
func (s *PartyPanel) Toggle() {
if s.isOpen {
s.Close()
} else {
s.Open()
}
}
// Open opens the hero status panel
func (s *PartyPanel) Open() {
s.isOpen = true
s.panelGroup.SetVisible(true)
}
// Close closed the hero status panel
func (s *PartyPanel) Close() {
s.isOpen = false
s.panelGroup.SetVisible(false)
}
// SetOnCloseCb the callback run on closing the PartyPanel
func (s *PartyPanel) SetOnCloseCb(cb func()) {
s.onCloseCb = cb
}
// Advance advances panel
func (s *PartyPanel) Advance(_ float64) {
// noop
}
// nolint:dupl // see quest_log.go.renderStaticPanelFrames comment
func (s *PartyPanel) renderStaticPanelFrames(target d2interface.Surface) {
frames := []int{
partyPanelTopLeft,
partyPanelTopRight,
partyPanelBottomRight,
partyPanelBottomLeft,
}
currentX := s.originX + partyPanelOffsetX
currentY := s.originY + partyPanelOffsetY
for _, frameIndex := range frames {
if err := s.panel.SetCurrentFrame(frameIndex); err != nil {
s.Error(err.Error())
}
w, h := s.panel.GetCurrentFrameSize()
switch frameIndex {
case statsPanelTopLeft:
s.panel.SetPosition(currentX, currentY+h)
currentX += w
case statsPanelTopRight:
s.panel.SetPosition(currentX, currentY+h)
currentY += h
case statsPanelBottomRight:
s.panel.SetPosition(currentX, currentY+h)
case statsPanelBottomLeft:
s.panel.SetPosition(currentX-w, currentY+h)
}
s.panel.Render(target)
}
}
func (s *PartyPanel) renderBar(target d2interface.Surface) {
frames := []int{
partyPanelTopLeft,
partyPanelTopRight,
}
currentX := s.originX + s.barX
currentY := s.originY + s.barY
for _, frameIndex := range frames {
if err := s.bar.SetCurrentFrame(frameIndex); err != nil {
s.Error(err.Error())
}
w, h := s.bar.GetCurrentFrameSize()
switch frameIndex {
case statsPanelTopLeft:
s.bar.SetPosition(currentX, currentY)
currentX += w
case statsPanelTopRight:
s.bar.SetPosition(currentX, currentY)
currentY += h
}
s.bar.Render(target)
}
}