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OpenDiablo2/d2core/d2ui/d2ui.go

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package d2ui
import (
"log"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
// CursorButton represents a mouse button
type CursorButton uint8
const (
// CursorButtonLeft represents the left mouse button
CursorButtonLeft CursorButton = 1
// CursorButtonRight represents the right mouse button
CursorButtonRight CursorButton = 2
)
type UI struct {
inputManager d2interface.InputManager
widgets []Widget
cursorButtons CursorButton // TODO (carrelld) convert dependent code and remove
CursorX int // TODO (carrelld) convert dependent code and remove
CursorY int // TODO (carrelld) convert dependent code and remove
pressedWidget Widget
clickSfx d2interface.SoundEffect
}
var singleton UI
func Initialize(inputManager d2interface.InputManager, audioProvider d2interface.AudioProvider) {
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sfx, err := audioProvider.LoadSoundEffect(d2resource.SFXButtonClick)
if err != nil {
log.Fatalf("failed to initialize ui: %v", err)
}
singleton.clickSfx = sfx
singleton.inputManager = inputManager
if err := singleton.inputManager.BindHandler(&singleton); err != nil {
log.Fatalf("failed to initialize ui: %v", err)
}
}
// Reset resets the state of the UI manager. Typically called for new screens
func Reset() {
singleton.widgets = nil
singleton.pressedWidget = nil
}
// AddWidget adds a widget to the UI manager
func AddWidget(widget Widget) {
singleton.inputManager.BindHandler(widget)
singleton.widgets = append(singleton.widgets, widget)
}
func (u *UI) OnMouseButtonUp(event d2interface.MouseEvent) bool {
singleton.CursorX, singleton.CursorY = event.X(), event.Y()
if event.Button() == d2enum.MouseButtonLeft {
singleton.cursorButtons |= CursorButtonLeft
// activate previously pressed widget if cursor is still hovering
w := singleton.pressedWidget
if w != nil && contains(w, singleton.CursorX, singleton.CursorY) && w.GetVisible() && w.GetEnabled() {
w.Activate()
}
// unpress all widgets that are pressed
for _, w := range singleton.widgets {
w.SetPressed(false)
}
}
return false
}
func (u *UI) OnMouseButtonDown(event d2interface.MouseEvent) bool {
singleton.CursorX, singleton.CursorY = event.X(), event.Y()
if event.Button() == d2enum.MouseButtonLeft {
// find and press a widget on screen
singleton.pressedWidget = nil
for _, w := range singleton.widgets {
if contains(w, singleton.CursorX, singleton.CursorY) && w.GetVisible() && w.GetEnabled() {
w.SetPressed(true)
singleton.pressedWidget = w
u.clickSfx.Play()
break
}
}
}
if event.Button() == d2enum.MouseButtonRight {
singleton.cursorButtons |= CursorButtonRight
}
return false
}
// Render renders all of the UI elements
func Render(target d2interface.Surface) {
for _, widget := range singleton.widgets {
if widget.GetVisible() {
widget.Render(target)
}
}
}
// contains determines whether a given x,y coordinate lands within a Widget
func contains(w Widget, x, y int) bool {
wx, wy := w.GetPosition()
ww, wh := w.GetSize()
return x >= wx && x <= wx+ww && y >= wy && y <= wy+wh
}
// Update updates all of the UI elements
func Advance(elapsed float64) {
for _, widget := range singleton.widgets {
if widget.GetVisible() {
widget.Advance(elapsed)
}
}
}
// CursorButtonPressed determines if the specified button has been pressed
func CursorButtonPressed(button CursorButton) bool {
return singleton.cursorButtons&button > 0
}
func CursorPosition() (x, y int) {
return singleton.CursorX, singleton.CursorY
}