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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-14 16:26:31 -05:00
OpenDiablo2/d2game/d2player/help_overlay.go
2020-12-14 18:32:56 +01:00

637 lines
16 KiB
Go

package d2player
import (
"fmt"
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
/*
the 800x600 help screen dc6 file frames look like this
the position we set for frames is the lower-left corner x,y
+----+------------------+-------------------+------------+----+
| 1 | 3 | 4 | 5 | 6 |
| |------------------+-------------------| | |
| | | | |
| | | | |
+----+ +------------+----+
| 2 | | 7 |
| | | |
| | | |
+----+ +----+
*/
const (
// if you add up frame widths 1,3,4,5,6 you get (65+255+255+245+20) = 840
magicHelpBorderOffsetX = -40
)
const (
frameTopLeft = iota
frameBottomLeft
frameTopMiddleLeft
frameTopMiddleRight
frameTopRightNoCorner
frameTopRight
frameBottomRight
)
const (
inHalf = 2 // when we divide by 2
)
const (
// all in pixels
windowWidth = 800
bulletOffsetY = 14
lineOffset = 5
// the title of the panel
titleLabelOffsetX = -37
// for the bulleted list near the top of the screen
listRootX = 100
listRootY = 59
listBulletOffsetY = 10
listBulletOffsetX = 12
listItemVerticalOffset = 20
listBulletRootY = listRootY - listBulletOffsetY + listItemVerticalOffset
listBulletX = listRootX - listBulletOffsetX
// the close button for the help panel
closeButtonX = 685
closeButtonY = 25
closeButtonLabelX = 702
closeButtonLabelY = 60
// the rest of these are for text with a line and dot, towards the bottom of the screen
newStatsLabelX = 222
newStatsLabelY = 355
newStatsDotX = 217
newStatsDotY = 574
newSkillLabelX = 578
newSkillLabelY = 355
newSkillDotX = 573
newSkillDotY = 574
leftMouseLabelX = 135
leftMouseLabelY = 382
leftButtonSkillLabelX = 135
leftButtonSkillLabelY = 397
leftSkillClickToChangeLabelX = 135
leftSkillClickToChangeLabelY = 412
leftSkillClickToChangeDotX = 130
leftSkillClickToChangeDotY = 565
rightMouseLabelX = 675
rightMouseLabelY = 381
rightButtonSkillLabelX = 675
rightButtonSkillLabelY = 396
rightSkillClickToChangeLabelX = 675
rightSkillClickToChangeLabelY = 411
rightSkillClickToChangeDotX = 670
rightSkillClickToChangeDotY = 562
miniPanelLabelX = 450
miniPanelLabelY = 371
characterLabelX = 450
characterLabelY = 386
inventoryLabelX = 450
inventoryLabelY = 401
otherScreensLabelX = 450
otherScreensLabelY = 417
otherScreensDotX = 445
otherScreensDotY = 539
lifeOrbLabelX = 65
lifeOrbLabelY = 451
lifeOrbDotX = 60
lifeOrbDotY = 538
staminaBarLabelX = 315
staminaBarLabelY = 450
staminaBarDotX = 310
staminaBarDotY = 583
manaOrbLabelX = 745
manaOrbLabelY = 451
manaOrbDotX = 740
manaOrbDotY = 538
runWalkButtonLabelX = 264
runWalkButtonLabelY = 480
toggleLabelX = 264
toggleLabelY = 495
toggleDotX = 259
toggleDotY = 583
experienceLabelX = 370
experienceLabelY = 476
barLabelX = 370
barLabelY = 493
barDotX = 365
barDotY = 565
beltLabelX = 535
beltLabelY = 490
beltDotX = 530
beltDotY = 568
)
const bullets = 8
// NewHelpOverlay creates a new HelpOverlay instance
func NewHelpOverlay(
asset *d2asset.AssetManager,
ui *d2ui.UIManager,
l d2util.LogLevel,
keyMap *KeyMap,
) *HelpOverlay {
h := &HelpOverlay{
asset: asset,
uiManager: ui,
keyMap: keyMap,
}
h.Logger = d2util.NewLogger()
h.Logger.SetLevel(l)
h.Logger.SetPrefix(logPrefix)
return h
}
// HelpOverlay represents the in-game overlay that toggles visibility when the h key is pressed
type HelpOverlay struct {
asset *d2asset.AssetManager
isOpen bool
frames []*d2ui.Sprite
text []*d2ui.Label
lines []line
bullets [bullets]*d2ui.Label
uiManager *d2ui.UIManager
closeButton *d2ui.Button
keyMap *KeyMap
onCloseCb func()
panelGroup *d2ui.WidgetGroup
backgroundWidget *d2ui.CustomWidget
*d2util.Logger
}
// Toggle the visibility state of the overlay
func (h *HelpOverlay) Toggle() {
h.Info("Help overlay toggled")
if h.isOpen {
h.Close()
} else {
h.open()
}
}
// Close will hide the help overlay
func (h *HelpOverlay) Close() {
h.isOpen = false
h.panelGroup.SetVisible(false)
h.onCloseCb()
}
// SetOnCloseCb sets the callback run when Close() is called
func (h *HelpOverlay) SetOnCloseCb(cb func()) {
h.onCloseCb = cb
}
func (h *HelpOverlay) open() {
h.isOpen = true
h.panelGroup.SetVisible(true)
}
// IsOpen returns whether or not the overlay is visible/open
func (h *HelpOverlay) IsOpen() bool {
return h.isOpen
}
// IsInRect checks if the given point is within the overlay layout rectangle
func (h *HelpOverlay) IsInRect(px, py int) bool {
return h.panelGroup.Contains(px, py)
}
// Load the overlay graphical assets
func (h *HelpOverlay) Load() {
h.panelGroup = h.uiManager.NewWidgetGroup(d2ui.RenderPriorityHelpPanel)
h.setupOverlayFrame()
h.setupTitleAndButton()
h.setupBulletedList()
h.setupLabelsWithLines()
h.backgroundWidget = h.uiManager.NewCustomWidgetCached(h.Render, screenWidth, screenHeight)
h.panelGroup.AddWidget(h.backgroundWidget)
h.panelGroup.SetVisible(false)
}
func (h *HelpOverlay) setupOverlayFrame() {
frames := []int{
frameTopLeft,
frameBottomLeft,
frameTopMiddleLeft,
frameTopMiddleRight,
frameTopRightNoCorner,
frameTopRight,
frameBottomRight,
}
left, top := 0, 0
firstFrameWidth := 0
prevY := 0
prevWidth := 0
currentX, currentY := left, top
for _, frameIndex := range frames {
f, err := h.uiManager.NewSprite(d2resource.HelpBorder, d2resource.PaletteSky)
if err != nil {
h.Error(err.Error())
}
err = f.SetCurrentFrame(frameIndex)
if err != nil {
h.Error(err.Error())
}
frameWidth, frameHeight := f.GetCurrentFrameSize()
switch frameIndex {
case frameTopLeft:
currentY += frameHeight
firstFrameWidth = frameWidth
case frameBottomLeft:
currentY += frameHeight
case frameTopMiddleLeft:
currentX = firstFrameWidth
currentY = top + frameHeight
case frameTopMiddleRight:
currentY = top + frameHeight
currentX += prevWidth
currentX += magicHelpBorderOffsetX
case frameTopRightNoCorner:
currentY = top + frameHeight
currentX += prevWidth
case frameTopRight:
currentY = top + frameHeight
currentX += prevWidth
case frameBottomRight:
currentY = prevY + frameHeight
}
prevY = currentY
prevWidth = frameWidth
f.SetPosition(currentX, currentY)
h.frames = append(h.frames, f)
}
}
func (h *HelpOverlay) setupTitleAndButton() {
// Title
text := h.asset.TranslateString("Strhelp1") // "Diablo II Help"
newLabel := h.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
newLabel.SetText(text)
titleLabelWidth, _ := newLabel.GetSize()
newLabel.SetPosition((windowWidth/inHalf)-(titleLabelWidth/inHalf)+titleLabelOffsetX, 0)
h.text = append(h.text, newLabel)
// Button
h.closeButton = h.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
h.closeButton.SetPosition(closeButtonX, closeButtonY)
h.closeButton.SetVisible(false)
h.closeButton.OnActivated(func() { h.Close() })
h.closeButton.SetRenderPriority(d2ui.RenderPriorityForeground)
h.panelGroup.AddWidget(h.closeButton)
newLabel = h.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
newLabel.SetText(h.asset.TranslateString("strClose")) // "Close"
newLabel.SetPosition(closeButtonLabelX, closeButtonLabelY)
newLabel.Alignment = d2ui.HorizontalAlignCenter
h.text = append(h.text, newLabel)
}
func (h *HelpOverlay) updateBulletText() {
// Bullets
callouts := []struct{ text string }{
// "Ctrl" should be hotkey // "Hold Down <%s> to Run"
{text: fmt.Sprintf(
h.asset.TranslateString("StrHelp2"),
h.keyMap.KeyToString(h.keyMap.GetKeysForGameEvent(d2enum.HoldRun).Primary),
)},
// "Alt" should be hotkey // "Hold down <%s> to highlight items on the ground"
{text: fmt.Sprintf(
h.asset.TranslateString("StrHelp3"),
h.keyMap.KeyToString(h.keyMap.GetKeysForGameEvent(d2enum.HoldShowGroundItems).Primary),
)},
// "Shift" should be hotkey // "Hold down <%s> to attack while standing still"
{text: fmt.Sprintf(
h.asset.TranslateString("StrHelp4"),
h.keyMap.KeyToString(h.keyMap.GetKeysForGameEvent(d2enum.HoldStandStill).Primary),
)},
// "Tab" should be hotkey // "Hit <%s> to toggle the automap on and off"
{text: fmt.Sprintf(
h.asset.TranslateString("StrHelp5"),
h.keyMap.KeyToString(h.keyMap.GetKeysForGameEvent(d2enum.ToggleAutomap).Primary),
)},
// "Hit <Esc> to bring up the Game Menu"
{text: h.asset.TranslateString("StrHelp6")},
// "Hit <Enter> to go into chat mode"
{text: h.asset.TranslateString("StrHelp7")},
// "Hit F1-F8 to set your Left or Right Mouse Buttton Skills."
{text: h.asset.TranslateString("StrHelp8")},
// "H" should be hotkey,
{text: fmt.Sprintf(
h.asset.TranslateString("StrHelp8a"),
h.keyMap.KeyToString(h.keyMap.GetKeysForGameEvent(d2enum.ToggleHelpScreen).Primary),
)},
}
for i := 0; i < bullets; i++ {
h.bullets[i].SetText(callouts[i].text)
}
}
func (h *HelpOverlay) setupBulletedList() {
for idx := 0; idx < bullets; idx++ {
listItemOffsetY := idx * listItemVerticalOffset
label := h.uiManager.NewLabel(d2resource.FontFormal12, d2resource.PaletteSky)
label.SetPosition(listRootX, listRootY+listItemOffsetY)
h.bullets[idx] = label
h.panelGroup.AddWidget(h.bullets[idx])
newDot, err := h.uiManager.NewSprite(d2resource.HelpYellowBullet, d2resource.PaletteSky)
if err != nil {
h.Error(err.Error())
}
err = newDot.SetCurrentFrame(0)
if err != nil {
h.Error(err.Error())
}
newDot.SetPosition(listBulletX, listBulletRootY+listItemOffsetY+bulletOffsetY)
h.frames = append(h.frames, newDot)
}
h.updateBulletText()
}
// nolint:funlen // can't reduce
func (h *HelpOverlay) setupLabelsWithLines() {
h.createCallout(callout{
LabelText: h.asset.TranslateString("strlvlup"), // "New Stats"
LabelX: newStatsLabelX,
LabelY: newStatsLabelY,
DotX: newStatsDotX,
DotY: newStatsDotY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("strnewskl"), // "New Skill"
LabelX: newSkillLabelX,
LabelY: newSkillLabelY,
DotX: newSkillDotX,
DotY: newSkillDotY,
})
// Some of the help fonts require multiple lines.
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp10"), // "Left Mouse-"
LabelX: leftMouseLabelX,
LabelY: leftMouseLabelY,
})
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp11"), // "Button Skill"
LabelX: leftButtonSkillLabelX,
LabelY: leftButtonSkillLabelY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp12"), // "(Click to Change)"
LabelX: leftSkillClickToChangeLabelX,
LabelY: leftSkillClickToChangeLabelY,
DotX: leftSkillClickToChangeDotX,
DotY: leftSkillClickToChangeDotY,
})
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp13"), // "Right Mouse"
LabelX: rightMouseLabelX,
LabelY: rightMouseLabelY,
})
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp11"), // "Button Skill"
LabelX: rightButtonSkillLabelX,
LabelY: rightButtonSkillLabelY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp12"), // "(Click to Change)"
LabelX: rightSkillClickToChangeLabelX,
LabelY: rightSkillClickToChangeLabelY,
DotX: rightSkillClickToChangeDotX,
DotY: rightSkillClickToChangeDotY,
})
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp17"), // "Mini-Panel"
LabelX: miniPanelLabelX,
LabelY: miniPanelLabelY,
})
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp18"), // "(Opens Character,"
LabelX: characterLabelX,
LabelY: characterLabelY,
})
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp19"), // "inventory, and"
LabelX: inventoryLabelX,
LabelY: inventoryLabelY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp20"), // "other screens)"
LabelX: otherScreensLabelX,
LabelY: otherScreensLabelY,
DotX: otherScreensDotX,
DotY: otherScreensDotY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp9"), // "Life Orb"
LabelX: lifeOrbLabelX,
LabelY: lifeOrbLabelY,
DotX: lifeOrbDotX,
DotY: lifeOrbDotY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp15"), // "Stamina Bar"
LabelX: staminaBarLabelX,
LabelY: staminaBarLabelY,
DotX: staminaBarDotX,
DotY: staminaBarDotY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp22"), // "Mana Orb"
LabelX: manaOrbLabelX,
LabelY: manaOrbLabelY,
DotX: manaOrbDotX,
DotY: manaOrbDotY,
})
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp14"), // "Run/Walk"
LabelX: runWalkButtonLabelX,
LabelY: runWalkButtonLabelY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp14a"), // "Toggle"
LabelX: toggleLabelX,
LabelY: toggleLabelY,
DotX: toggleDotX,
DotY: toggleDotY,
})
h.createLabel(callout{
LabelText: h.asset.TranslateString("StrHelp16"), // "Experience"
LabelX: experienceLabelX,
LabelY: experienceLabelY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp16a"), // "Bar"
LabelX: barLabelX,
LabelY: barLabelY,
DotX: barDotX,
DotY: barDotY,
})
h.createCallout(callout{
LabelText: h.asset.TranslateString("StrHelp21"), // "Belt"
LabelX: beltLabelX,
LabelY: beltLabelY,
DotX: beltDotX,
DotY: beltDotY,
})
}
type line struct {
StartX int
StartY int
MoveX int
MoveY int
Color color.Color
}
type callout struct {
LabelText string
LabelX int
LabelY int
DotX int
DotY int
}
func (h *HelpOverlay) createLabel(c callout) {
newLabel := h.uiManager.NewLabel(d2resource.FontFormal12, d2resource.PaletteSky)
newLabel.SetText(c.LabelText)
newLabel.SetPosition(c.LabelX, c.LabelY)
h.text = append(h.text, newLabel)
newLabel.Alignment = d2ui.HorizontalAlignCenter
}
func (h *HelpOverlay) createCallout(c callout) {
newLabel := h.uiManager.NewLabel(d2resource.FontFormal12, d2resource.PaletteSky)
newLabel.Color[0] = color.White
newLabel.SetText(c.LabelText)
newLabel.SetPosition(c.LabelX, c.LabelY)
newLabel.Alignment = d2ui.HorizontalAlignCenter
ww, hh := newLabel.GetTextMetrics(c.LabelText)
h.text = append(h.text, newLabel)
_ = ww
l := line{
StartX: c.LabelX,
StartY: c.LabelY + hh + lineOffset,
MoveX: 0,
MoveY: c.DotY - c.LabelY - hh - lineOffset,
Color: color.White,
}
h.lines = append(h.lines, l)
newDot, err := h.uiManager.NewSprite(d2resource.HelpWhiteBullet, d2resource.PaletteSky)
if err != nil {
h.Error(err.Error())
}
err = newDot.SetCurrentFrame(0)
if err != nil {
h.Error(err.Error())
}
newDot.SetPosition(c.DotX, c.DotY)
h.frames = append(h.frames, newDot)
}
// Render the overlay to the given surface
func (h *HelpOverlay) Render(target d2interface.Surface) {
for _, f := range h.frames {
f.Render(target)
}
for _, t := range h.text {
t.Render(target)
}
for _, l := range h.lines {
target.PushTranslation(l.StartX, l.StartY)
target.DrawLine(l.MoveX, l.MoveY, l.Color)
target.Pop()
}
}
func (h *HelpOverlay) updateKeyMap(km *KeyMap) {
h.keyMap = km
h.updateBulletText()
}