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OpenDiablo2/d2core/d2ui/custom_widget.go

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package d2ui
import "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
// static check that CustomWidget implements widget
var _ Widget = &CustomWidget{}
// CustomWidget is a widget with a fully custom render function
type CustomWidget struct {
*BaseWidget
renderFunc func(target d2interface.Surface)
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cached bool
cachedImg *d2interface.Surface
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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tooltip *Tooltip
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}
// NewCustomWidgetCached creates a new widget and caches anything rendered via the
// renderFunc into a static image to be displayed
func (ui *UIManager) NewCustomWidgetCached(renderFunc func(target d2interface.Surface), width, height int) *CustomWidget {
c := ui.NewCustomWidget(renderFunc, width, height)
c.cached = true
// render using the renderFunc to a cache
surface := ui.Renderer().NewSurface(width, height)
c.cachedImg = &surface
renderFunc(*c.cachedImg)
return c
}
// NewCustomWidget creates a new widget with custom render function
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func (ui *UIManager) NewCustomWidget(renderFunc func(target d2interface.Surface), width, height int) *CustomWidget {
base := NewBaseWidget(ui)
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base.width = width
base.height = height
return &CustomWidget{
BaseWidget: base,
renderFunc: renderFunc,
}
}
// Render draws the custom widget
func (c *CustomWidget) Render(target d2interface.Surface) {
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if c.cached {
target.PushTranslation(c.GetPosition())
target.Render(*c.cachedImg)
target.Pop()
} else {
c.renderFunc(target)
}
}
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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// SetTooltip gives this widget a Tooltip that is displayed if the widget is hovered
func (c *CustomWidget) SetTooltip(t *Tooltip) {
c.tooltip = t
c.OnHoverStart(func() { c.tooltip.SetVisible(true) })
c.OnHoverEnd(func() { c.tooltip.SetVisible(false) })
}
// Advance is a no-op
func (c *CustomWidget) Advance(elapsed float64) error {
return nil
}