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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-04 17:27:16 -05:00
OpenDiablo2/d2game/d2player/hero_stats_panel.go
juander-ux ba5ea334cc
Ui minipanel refactor (#926)
* d2player/hud: Make minipanel button a real ui/button

* d2ui/button: Add implicit tooltips

for now it is only for close buttons.

* d2ui/frame: Add size caluclation

now frame.GetSize() returns meaningful values.

* d2ui/button: Add minipanel button types

* d2ui/hero_stats_panel: Fix cached image being way to big

* d2ui/widget_group: Fix widget groups size calculation

* d2ui/widget_group: Add debug rendering

* d2ui/widget_group: SetVisible() now sets the visibility of the group object

* d2player: Refactor mini_panel

we converted all elements to widgets. Thus rendering from game_controls
is no longer neccessary.

* d2ui/button: Add disabled color to layouts

* d2player/gamecontrols: temp hide minipanel when in esc menu

* d2ui/widget_group: Add OffsetPosition() method

* d2player/mini_panel: Implement moving of minipanel

this only occours when other panels are opened.

* d2player/minipanel: Fix inv/skilltree/char closebuttons

these would screw up the moving of the mini panel.

* Fix linter

* d2player/minipanel: Add tooltips to buttons

* d2player/skilltree: Fix icon rendering
2020-11-16 01:41:01 -08:00

343 lines
10 KiB
Go

package d2player
import (
"log"
"strconv"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2hero"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
const ( // for the dc6 frames
statsPanelTopLeft = iota
statsPanelTopRight
statsPanelBottomLeft
statsPanelBottomRight
)
const (
statsPanelOffsetX, statsPanelOffsetY = 80, 64
)
const (
labelLevelX, labelLevelY = 110, 100
labelHeroNameX, labelHeroNameY = 165, 72
labelHeroClassX, labelHeroClassY = 330, 72
labelExperienceX, labelExperienceY = 200, 100
labelNextLevelX, labelNextLevelY = 330, 100
labelStrengthX, labelStrengthY = 100, 150
labelDexterityX, labelDexterityY = 100, 213
labelVitalityX, labelVitalityY = 100, 300
labelEnergyX, labelEnergyY = 100, 360
labelDefenseX, labelDefenseY = 280, 260
labelStaminaX, labelStaminaY = 280, 300
labelLifeX, labelLifeY = 280, 322
labelManaX, labelManaY = 280, 360
labelResFireLine1X, labelResFireLine1Y = 310, 395
labelResFireLine2X, labelResFireLine2Y = 310, 402
labelResColdLine1X, labelResColdLine1Y = 310, 445
labelResColdLine2X, labelResColdLine2Y = 310, 452
labelResLightLine1X, labelResLightLine1Y = 310, 420
labelResLightLine2X, labelResLightLine2Y = 310, 427
labelResPoisLine1X, labelResPoisLine1Y = 310, 468
labelResPoisLine2X, labelResPoisLine2Y = 310, 477
)
const (
heroStatsCloseButtonX, heroStatsCloseButtonY = 208, 453
)
// PanelText represents text on the panel
type PanelText struct {
X int
Y int
Text string
Font string
AlignCenter bool
}
// StatsPanelLabels represents the labels in the status panel
type StatsPanelLabels struct {
Level *d2ui.Label
Experience *d2ui.Label
NextLevelExp *d2ui.Label
Strength *d2ui.Label
Dexterity *d2ui.Label
Vitality *d2ui.Label
Energy *d2ui.Label
Health *d2ui.Label
MaxHealth *d2ui.Label
Mana *d2ui.Label
MaxMana *d2ui.Label
MaxStamina *d2ui.Label
Stamina *d2ui.Label
}
// HeroStatsPanel represents the hero status panel
type HeroStatsPanel struct {
asset *d2asset.AssetManager
uiManager *d2ui.UIManager
panel *d2ui.Sprite
heroState *d2hero.HeroStatsState
heroName string
heroClass d2enum.Hero
labels *StatsPanelLabels
onCloseCb func()
panelGroup *d2ui.WidgetGroup
originX int
originY int
isOpen bool
}
// NewHeroStatsPanel creates a new hero status panel
func NewHeroStatsPanel(asset *d2asset.AssetManager, ui *d2ui.UIManager, heroName string, heroClass d2enum.Hero,
heroState *d2hero.HeroStatsState) *HeroStatsPanel {
originX := 0
originY := 0
return &HeroStatsPanel{
asset: asset,
uiManager: ui,
originX: originX,
originY: originY,
heroState: heroState,
heroName: heroName,
heroClass: heroClass,
labels: &StatsPanelLabels{},
}
}
// Load the data for the hero status panel
func (s *HeroStatsPanel) Load() {
var err error
s.panelGroup = s.uiManager.NewWidgetGroup(d2ui.RenderPriorityHeroStatsPanel)
frame := d2ui.NewUIFrame(s.asset, s.uiManager, d2ui.FrameLeft)
s.panelGroup.AddWidget(frame)
s.panel, err = s.uiManager.NewSprite(d2resource.InventoryCharacterPanel, d2resource.PaletteSky)
if err != nil {
log.Print(err)
}
w, h := frame.GetSize()
staticPanel := s.uiManager.NewCustomWidgetCached(s.renderStaticMenu, w, h)
s.panelGroup.AddWidget(staticPanel)
closeButton := s.uiManager.NewButton(d2ui.ButtonTypeSquareClose, "")
closeButton.SetVisible(false)
closeButton.SetPosition(heroStatsCloseButtonX, heroStatsCloseButtonY)
closeButton.OnActivated(func() { s.Close() })
s.panelGroup.AddWidget(closeButton)
s.initStatValueLabels()
s.panelGroup.SetVisible(false)
}
// IsOpen returns true if the hero status panel is open
func (s *HeroStatsPanel) IsOpen() bool {
return s.isOpen
}
// Toggle toggles the visibility of the hero status panel
func (s *HeroStatsPanel) Toggle() {
if s.isOpen {
s.Close()
} else {
s.Open()
}
}
// Open opens the hero status panel
func (s *HeroStatsPanel) Open() {
s.isOpen = true
s.panelGroup.SetVisible(true)
}
// Close closed the hero status panel
func (s *HeroStatsPanel) Close() {
s.isOpen = false
s.panelGroup.SetVisible(false)
s.onCloseCb()
}
// SetOnCloseCb the callback run on closing the HeroStatsPanel
func (s *HeroStatsPanel) SetOnCloseCb(cb func()) {
s.onCloseCb = cb
}
// Advance updates labels on the panel
func (s *HeroStatsPanel) Advance(elapsed float64) {
if !s.isOpen {
return
}
s.setStatValues()
}
func (s *HeroStatsPanel) renderStaticMenu(target d2interface.Surface) {
s.renderStaticPanelFrames(target)
s.renderStaticLabels(target)
}
func (s *HeroStatsPanel) renderStaticPanelFrames(target d2interface.Surface) {
frames := []int{
statsPanelTopLeft,
statsPanelTopRight,
statsPanelBottomRight,
statsPanelBottomLeft,
}
currentX := s.originX + statsPanelOffsetX
currentY := s.originY + statsPanelOffsetY
for _, frameIndex := range frames {
if err := s.panel.SetCurrentFrame(frameIndex); err != nil {
log.Printf("%e", err)
}
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 *HeroStatsPanel) renderStaticLabels(target d2interface.Surface) {
var label *d2ui.Label
// all static labels are not stored since we use them only once to generate the image cache
var staticLabelConfigs = []struct {
x, y int
txt string
font string
centerAlign bool
}{
{labelHeroNameX, labelHeroNameY, s.heroName, d2resource.Font16, true},
{labelHeroClassX, labelHeroClassY, s.heroClass.String(), d2resource.Font16, true},
{labelLevelX, labelLevelY, "Level", d2resource.Font6, true},
{labelExperienceX, labelExperienceY, "Experience", d2resource.Font6, true},
{labelNextLevelX, labelNextLevelY, "Next Level", d2resource.Font6, true},
{labelStrengthX, labelStrengthY, "Strength", d2resource.Font6, false},
{labelDexterityX, labelDexterityY, "Dexterity", d2resource.Font6, false},
{labelVitalityX, labelVitalityY, "Vitality", d2resource.Font6, false},
{labelEnergyX, labelEnergyY, "Energy", d2resource.Font6, false},
{labelDefenseX, labelDefenseY, "Defense", d2resource.Font6, false},
{labelStaminaX, labelStaminaY, "Stamina", d2resource.Font6, true},
{labelLifeX, labelLifeY, "Life", d2resource.Font6, true},
{labelManaX, labelManaY, "Mana", d2resource.Font6, true},
// can't use "Fire\nResistance" because line spacing is too big and breaks the layout
{labelResFireLine1X, labelResFireLine1Y, "Fire", d2resource.Font6, true},
{labelResFireLine2X, labelResFireLine2Y, "Resistance", d2resource.Font6, true},
{labelResColdLine1X, labelResColdLine1Y, "Cold", d2resource.Font6, true},
{labelResColdLine2X, labelResColdLine2Y, "Resistance", d2resource.Font6, true},
{labelResLightLine1X, labelResLightLine1Y, "Lightning", d2resource.Font6, true},
{labelResLightLine2X, labelResLightLine2Y, "Resistance", d2resource.Font6, true},
{labelResPoisLine1X, labelResPoisLine1Y, "Poison", d2resource.Font6, true},
{labelResPoisLine2X, labelResPoisLine2Y, "Resistance", d2resource.Font6, true},
}
for _, cfg := range staticLabelConfigs {
label = s.createTextLabel(PanelText{
cfg.x, cfg.y,
cfg.txt,
cfg.font,
cfg.centerAlign,
})
label.Render(target)
}
}
func (s *HeroStatsPanel) initStatValueLabels() {
valueLabelConfigs := []struct {
assignTo **d2ui.Label
value int
x, y int
}{
{&s.labels.Level, s.heroState.Level, 112, 110},
{&s.labels.Experience, s.heroState.Experience, 200, 110},
{&s.labels.NextLevelExp, s.heroState.NextLevelExp, 330, 110},
{&s.labels.Strength, s.heroState.Strength, 175, 147},
{&s.labels.Dexterity, s.heroState.Dexterity, 175, 207},
{&s.labels.Vitality, s.heroState.Vitality, 175, 295},
{&s.labels.Energy, s.heroState.Energy, 175, 355},
{&s.labels.MaxStamina, s.heroState.MaxStamina, 330, 295},
{&s.labels.Stamina, int(s.heroState.Stamina), 370, 295},
{&s.labels.MaxHealth, s.heroState.MaxHealth, 330, 320},
{&s.labels.Health, s.heroState.Health, 370, 320},
{&s.labels.MaxMana, s.heroState.MaxMana, 330, 355},
{&s.labels.Mana, s.heroState.Mana, 370, 355},
}
for _, cfg := range valueLabelConfigs {
*cfg.assignTo = s.createStatValueLabel(cfg.value, cfg.x, cfg.y)
}
}
func (s *HeroStatsPanel) setStatValues() {
s.labels.Level.SetText(strconv.Itoa(s.heroState.Level))
s.labels.Experience.SetText(strconv.Itoa(s.heroState.Experience))
s.labels.NextLevelExp.SetText(strconv.Itoa(s.heroState.NextLevelExp))
s.labels.Strength.SetText(strconv.Itoa(s.heroState.Strength))
s.labels.Dexterity.SetText(strconv.Itoa(s.heroState.Dexterity))
s.labels.Vitality.SetText(strconv.Itoa(s.heroState.Vitality))
s.labels.Energy.SetText(strconv.Itoa(s.heroState.Energy))
s.labels.MaxHealth.SetText(strconv.Itoa(s.heroState.MaxHealth))
s.labels.Health.SetText(strconv.Itoa(s.heroState.Health))
s.labels.MaxStamina.SetText(strconv.Itoa(s.heroState.MaxStamina))
s.labels.Stamina.SetText(strconv.Itoa(int(s.heroState.Stamina)))
s.labels.MaxMana.SetText(strconv.Itoa(s.heroState.MaxMana))
s.labels.Mana.SetText(strconv.Itoa(s.heroState.Mana))
}
func (s *HeroStatsPanel) createStatValueLabel(stat, x, y int) *d2ui.Label {
text := strconv.Itoa(stat)
return s.createTextLabel(PanelText{X: x, Y: y, Text: text, Font: d2resource.Font16, AlignCenter: true})
}
func (s *HeroStatsPanel) createTextLabel(element PanelText) *d2ui.Label {
label := s.uiManager.NewLabel(element.Font, d2resource.PaletteStatic)
if element.AlignCenter {
label.Alignment = d2ui.HorizontalAlignCenter
}
label.SetText(element.Text)
label.SetPosition(element.X, element.Y)
s.panelGroup.AddWidget(label)
return label
}