mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-04 17:27:16 -05:00
5cd404e4a5
* d2ui.Frame refactor * removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame * d2ui.Frame refactor * removed unneccessery d2asset.AssetManager argument from d2ui.NewUIFrame Co-authored-by: M. Sz <mszeptuch@protonmail.com> Co-authored-by: Tim Sarbin <tim.sarbin@gmail.com> Co-authored-by: gravestench <dknuth0101@gmail.com>
457 lines
14 KiB
Go
457 lines
14 KiB
Go
package d2player
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import (
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"strconv"
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"strings"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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const ( // for the dc6 frames
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statsPanelTopLeft = iota
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statsPanelTopRight
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statsPanelBottomLeft
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statsPanelBottomRight
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)
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const (
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statsPanelOffsetX, statsPanelOffsetY = 80, 64
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)
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const (
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labelLevelX, labelLevelY = 110, 100
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labelHeroNameX, labelHeroNameY = 165, 72
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labelHeroClassX, labelHeroClassY = 330, 74
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labelExperienceX, labelExperienceY = 200, 100
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labelNextLevelX, labelNextLevelY = 330, 100
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labelStrengthX, labelStrengthY = 100, 150
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labelDexterityX, labelDexterityY = 100, 213
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labelVitalityX, labelVitalityY = 95, 300
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labelEnergyX, labelEnergyY = 100, 360
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labelDefenseX, labelDefenseY = 280, 260
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labelStaminaX, labelStaminaY = 280, 300
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labelLifeX, labelLifeY = 280, 322
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labelManaX, labelManaY = 280, 360
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labelResFireLine1X, labelResFireLine1Y = 310, 396
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labelResFireLine2X, labelResFireLine2Y = 310, 403
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labelResColdLine1X, labelResColdLine1Y = 310, 444
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labelResColdLine2X, labelResColdLine2Y = 310, 452
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labelResLightLine1X, labelResLightLine1Y = 310, 420
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labelResLightLine2X, labelResLightLine2Y = 310, 428
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labelResPoisLine1X, labelResPoisLine1Y = 310, 468
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labelResPoisLine2X, labelResPoisLine2Y = 310, 476
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)
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const (
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heroStatsCloseButtonX, heroStatsCloseButtonY = 208, 453
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addStatSocketOffsetX, addStatSocketOffsetY = -3, 34
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)
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const (
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newStatsRemainingPointsFieldX, newStatsRemainingPointsFieldY = 83, 430
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newStatsRemainingPointsLabelX = 92
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newStatsRemainingPointsLabel1Y = 411
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newStatsRemainingPointsLabel2Y = 418
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newStatsRemainingPointsValueX, newStatsRemainingPointsValueY = 188, 411
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)
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// PanelText represents text on the panel
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type PanelText struct {
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X int
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Y int
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Text string
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Font string
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AlignCenter bool
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}
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// StatsPanelLabels represents the labels in the status panel
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type StatsPanelLabels struct {
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Level *d2ui.Label
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Experience *d2ui.Label
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NextLevelExp *d2ui.Label
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Strength *d2ui.Label
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Dexterity *d2ui.Label
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Vitality *d2ui.Label
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Energy *d2ui.Label
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Health *d2ui.Label
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MaxHealth *d2ui.Label
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Mana *d2ui.Label
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MaxMana *d2ui.Label
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MaxStamina *d2ui.Label
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Stamina *d2ui.Label
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}
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// NewHeroStatsPanel creates a new hero status panel
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func NewHeroStatsPanel(asset *d2asset.AssetManager,
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ui *d2ui.UIManager,
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heroName string,
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heroClass d2enum.Hero,
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l d2util.LogLevel,
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heroState *d2hero.HeroStatsState) *HeroStatsPanel {
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originX := 0
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originY := 0
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hsp := &HeroStatsPanel{
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asset: asset,
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uiManager: ui,
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originX: originX,
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originY: originY,
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heroState: heroState,
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heroName: heroName,
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heroClass: heroClass,
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labels: &StatsPanelLabels{},
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}
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hsp.Logger = d2util.NewLogger()
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hsp.Logger.SetLevel(l)
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hsp.Logger.SetPrefix(logPrefix)
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return hsp
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}
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// HeroStatsPanel represents the hero status panel
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type HeroStatsPanel struct {
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asset *d2asset.AssetManager
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uiManager *d2ui.UIManager
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panel *d2ui.Sprite
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heroState *d2hero.HeroStatsState
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heroName string
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heroClass d2enum.Hero
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labels *StatsPanelLabels
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onCloseCb func()
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panelGroup *d2ui.WidgetGroup
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newStatPoints *d2ui.WidgetGroup
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remainingPoints *d2ui.Label
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originX int
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originY int
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isOpen bool
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*d2util.Logger
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}
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// Load the data for the hero status panel
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func (s *HeroStatsPanel) Load() {
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var err error
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s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
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s.newStatPoints = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
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frame := s.uiManager.NewUIFrame(d2ui.FrameLeft)
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s.panelGroup.AddWidget(frame)
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s.panel, err = s.uiManager.NewSprite(d2resource.InventoryCharacterPanel, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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w, h := frame.GetSize()
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staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticMenu, w, h)
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s.panelGroup.AddWidget(staticPanel)
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closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
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closeButton.SetVisible(false)
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closeButton.SetPosition(heroStatsCloseButtonX, heroStatsCloseButtonY)
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closeButton.OnActivated(func() { s.Close() })
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s.panelGroup.AddWidget(closeButton)
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s.loadNewStatPoints()
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s.setLayout()
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s.initStatValueLabels()
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s.panelGroup.SetVisible(false)
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}
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func (s *HeroStatsPanel) loadNewStatPoints() {
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field, err := s.uiManager.NewSprite(d2resource.HeroStatsPanelStatsPoints, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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field.SetPosition(newStatsRemainingPointsFieldX, newStatsRemainingPointsFieldY)
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s.newStatPoints.AddWidget(field)
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label1 := s.uiManager.NewLabel(d2resource.Font6, d2resource.PaletteSky)
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label1.SetPosition(newStatsRemainingPointsLabelX, newStatsRemainingPointsLabel1Y)
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label1.SetText(s.asset.TranslateString("strchrstat"))
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label1.Color[0] = d2util.Color(d2gui.ColorRed)
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s.newStatPoints.AddWidget(label1)
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label2 := s.uiManager.NewLabel(d2resource.Font6, d2resource.PaletteSky)
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label2.SetPosition(newStatsRemainingPointsLabelX, newStatsRemainingPointsLabel2Y)
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label2.SetText(s.asset.TranslateString("strchrrema"))
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label2.Color[0] = d2util.Color(d2gui.ColorRed)
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s.newStatPoints.AddWidget(label2)
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s.remainingPoints = s.uiManager.NewLabel(d2resource.Font16, d2resource.PaletteSky)
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s.remainingPoints.SetText(strconv.Itoa(s.heroState.StatsPoints))
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s.remainingPoints.SetPosition(newStatsRemainingPointsValueX, newStatsRemainingPointsValueY)
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s.remainingPoints.Alignment = d2ui.HorizontalAlignCenter
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s.newStatPoints.AddWidget(s.remainingPoints)
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buttons := []struct {
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x int
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y int
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cb func()
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}{
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{205, 140, func() {
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s.heroState.Strength++
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}},
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{205, 201, func() {
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s.heroState.Dexterity++
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}},
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{205, 286, func() {
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s.heroState.Vitality++
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}},
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{205, 347, func() {
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s.heroState.Energy++
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}},
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}
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var socket *d2ui.Sprite
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var button *d2ui.Button
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for _, i := range buttons {
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currentValue := i
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socket, err = s.uiManager.NewSprite(d2resource.HeroStatsPanelSocket, d2resource.PaletteSky)
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if err != nil {
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s.Error(err.Error())
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}
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socket.SetPosition(i.x+addStatSocketOffsetX, i.y+addStatSocketOffsetY)
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s.newStatPoints.AddWidget(socket)
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button = s.uiManager.NewButton(d2ui.ButtonTypeAddSkill, d2resource.PaletteSky)
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button.SetPosition(i.x, i.y)
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button.OnActivated(func() {
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currentValue.cb()
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s.heroState.StatsPoints--
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s.remainingPoints.SetText(strconv.Itoa(s.heroState.StatsPoints))
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s.setStatValues()
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s.setLayout()
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})
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s.newStatPoints.AddWidget(button)
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}
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}
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func (s *HeroStatsPanel) setLayout() {
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s.newStatPoints.SetVisible(s.heroState.StatsPoints > 0 && s.IsOpen())
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}
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// IsOpen returns true if the hero status panel is open
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func (s *HeroStatsPanel) IsOpen() bool {
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return s.isOpen
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}
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// Toggle toggles the visibility of the hero status panel
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func (s *HeroStatsPanel) Toggle() {
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if s.isOpen {
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s.Close()
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} else {
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s.Open()
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}
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}
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// Open opens the hero status panel
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func (s *HeroStatsPanel) Open() {
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s.isOpen = true
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s.panelGroup.SetVisible(true)
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s.setLayout()
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}
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// Close closed the hero status panel
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func (s *HeroStatsPanel) Close() {
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s.isOpen = false
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s.panelGroup.SetVisible(false)
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s.setLayout()
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s.onCloseCb()
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}
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// SetOnCloseCb the callback run on closing the HeroStatsPanel
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func (s *HeroStatsPanel) SetOnCloseCb(cb func()) {
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s.onCloseCb = cb
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}
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// Advance updates labels on the panel
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func (s *HeroStatsPanel) Advance(elapsed float64) {
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if !s.isOpen {
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return
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}
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s.setStatValues()
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}
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func (s *HeroStatsPanel) renderStaticMenu(target d2interface.Surface) {
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s.renderStaticPanelFrames(target)
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s.renderStaticLabels(target)
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}
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// nolint:dupl // see quest_log.go.renderStaticPanelFrames comment
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func (s *HeroStatsPanel) renderStaticPanelFrames(target d2interface.Surface) {
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frames := []int{
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statsPanelTopLeft,
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statsPanelTopRight,
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statsPanelBottomRight,
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statsPanelBottomLeft,
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}
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currentX := s.originX + statsPanelOffsetX
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currentY := s.originY + statsPanelOffsetY
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for _, frameIndex := range frames {
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if err := s.panel.SetCurrentFrame(frameIndex); err != nil {
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s.Error(err.Error())
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}
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w, h := s.panel.GetCurrentFrameSize()
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switch frameIndex {
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case statsPanelTopLeft:
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s.panel.SetPosition(currentX, currentY+h)
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currentX += w
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case statsPanelTopRight:
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s.panel.SetPosition(currentX, currentY+h)
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currentY += h
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case statsPanelBottomRight:
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s.panel.SetPosition(currentX, currentY+h)
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case statsPanelBottomLeft:
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s.panel.SetPosition(currentX-w, currentY+h)
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}
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s.panel.Render(target)
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}
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}
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func (s *HeroStatsPanel) renderStaticLabels(target d2interface.Surface) {
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var label *d2ui.Label
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fr := strings.Split(s.asset.TranslateString("strchrfir"), "\n")
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lr := strings.Split(s.asset.TranslateString("strchrlit"), "\n")
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cr := strings.Split(s.asset.TranslateString("strchrcol"), "\n")
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pr := strings.Split(s.asset.TranslateString("strchrpos"), "\n")
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// all static labels are not stored since we use them only once to generate the image cache
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var staticLabelConfigs = []struct {
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x, y int
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txt string
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font string
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centerAlign bool
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}{
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{labelHeroNameX, labelHeroNameY, s.heroName, d2resource.Font16, true},
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{labelHeroClassX, labelHeroClassY, s.asset.TranslateString(s.heroClass), d2resource.Font16, true},
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{labelLevelX, labelLevelY, s.asset.TranslateString("strchrlvl"), d2resource.Font6, true},
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{labelExperienceX, labelExperienceY, s.asset.TranslateString("strchrexp"), d2resource.Font6, true},
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{labelNextLevelX, labelNextLevelY, s.asset.TranslateString("strchrnxtlvl"), d2resource.Font6, true},
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{labelStrengthX, labelStrengthY, s.asset.TranslateString("strchrstr"), d2resource.Font6, false},
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{labelDexterityX, labelDexterityY, s.asset.TranslateString("strchrdex"), d2resource.Font6, false},
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{labelVitalityX, labelVitalityY, s.asset.TranslateString("strchrvit"), d2resource.Font6, false},
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{labelEnergyX, labelEnergyY, s.asset.TranslateString("strchreng"), d2resource.Font6, false},
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{labelDefenseX, labelDefenseY, s.asset.TranslateString("strchrdef"), d2resource.Font6, false},
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{labelStaminaX, labelStaminaY, s.asset.TranslateString("strchrstm"), d2resource.Font6, true},
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{labelLifeX, labelLifeY, s.asset.TranslateString("strchrlif"), d2resource.Font6, true},
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{labelManaX, labelManaY, s.asset.TranslateString("strchrman"), d2resource.Font6, true},
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// can't use "Fire\nResistance" because line spacing is too big and breaks the layout
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{labelResFireLine1X, labelResFireLine1Y, fr[0], d2resource.Font6, true},
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{labelResFireLine2X, labelResFireLine2Y, fr[len(fr)-1], d2resource.Font6, true},
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{labelResColdLine1X, labelResColdLine1Y, cr[0], d2resource.Font6, true},
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{labelResColdLine2X, labelResColdLine2Y, cr[len(cr)-1], d2resource.Font6, true},
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{labelResLightLine1X, labelResLightLine1Y, lr[0], d2resource.Font6, true},
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{labelResLightLine2X, labelResLightLine2Y, lr[len(lr)-1], d2resource.Font6, true},
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{labelResPoisLine1X, labelResPoisLine1Y, pr[0], d2resource.Font6, true},
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{labelResPoisLine2X, labelResPoisLine2Y, pr[len(pr)-1], d2resource.Font6, true},
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}
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for _, cfg := range staticLabelConfigs {
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label = s.createTextLabel(PanelText{
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cfg.x, cfg.y,
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cfg.txt,
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cfg.font,
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cfg.centerAlign,
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})
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label.Render(target)
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}
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}
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func (s *HeroStatsPanel) initStatValueLabels() {
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valueLabelConfigs := []struct {
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assignTo **d2ui.Label
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value int
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x, y int
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}{
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{&s.labels.Level, s.heroState.Level, 112, 110},
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{&s.labels.Experience, s.heroState.Experience, 200, 110},
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{&s.labels.NextLevelExp, s.heroState.NextLevelExp, 330, 110},
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{&s.labels.Strength, s.heroState.Strength, 175, 147},
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{&s.labels.Dexterity, s.heroState.Dexterity, 175, 207},
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{&s.labels.Vitality, s.heroState.Vitality, 175, 295},
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{&s.labels.Energy, s.heroState.Energy, 175, 355},
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{&s.labels.MaxStamina, s.heroState.MaxStamina, 330, 295},
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{&s.labels.Stamina, int(s.heroState.Stamina), 370, 295},
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{&s.labels.MaxHealth, s.heroState.MaxHealth, 330, 320},
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{&s.labels.Health, s.heroState.Health, 370, 320},
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{&s.labels.MaxMana, s.heroState.MaxMana, 330, 355},
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{&s.labels.Mana, s.heroState.Mana, 370, 355},
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}
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for _, cfg := range valueLabelConfigs {
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*cfg.assignTo = s.createStatValueLabel(cfg.value, cfg.x, cfg.y)
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}
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}
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func (s *HeroStatsPanel) setStatValues() {
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s.labels.Level.SetText(strconv.Itoa(s.heroState.Level))
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s.labels.Experience.SetText(strconv.Itoa(s.heroState.Experience))
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s.labels.NextLevelExp.SetText(strconv.Itoa(s.heroState.NextLevelExp))
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s.labels.Strength.SetText(strconv.Itoa(s.heroState.Strength))
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s.labels.Dexterity.SetText(strconv.Itoa(s.heroState.Dexterity))
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s.labels.Vitality.SetText(strconv.Itoa(s.heroState.Vitality))
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s.labels.Energy.SetText(strconv.Itoa(s.heroState.Energy))
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s.labels.MaxHealth.SetText(strconv.Itoa(s.heroState.MaxHealth))
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s.labels.Health.SetText(strconv.Itoa(s.heroState.Health))
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s.labels.MaxStamina.SetText(strconv.Itoa(s.heroState.MaxStamina))
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s.labels.Stamina.SetText(strconv.Itoa(int(s.heroState.Stamina)))
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s.labels.MaxMana.SetText(strconv.Itoa(s.heroState.MaxMana))
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s.labels.Mana.SetText(strconv.Itoa(s.heroState.Mana))
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}
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func (s *HeroStatsPanel) createStatValueLabel(stat, x, y int) *d2ui.Label {
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text := strconv.Itoa(stat)
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return s.createTextLabel(PanelText{X: x, Y: y, Text: text, Font: d2resource.Font16, AlignCenter: true})
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}
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func (s *HeroStatsPanel) createTextLabel(element PanelText) *d2ui.Label {
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label := s.uiManager.NewLabel(element.Font, d2resource.PaletteStatic)
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if element.AlignCenter {
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label.Alignment = d2ui.HorizontalAlignCenter
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}
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label.SetText(element.Text)
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label.SetPosition(element.X, element.Y)
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s.panelGroup.AddWidget(label)
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return label
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}
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