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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-07-03 11:55:22 +00:00

Fixed rendering issue with buttons/text. Added hotspot tracking for button

This commit is contained in:
Tim Sarbin 2018-11-22 18:16:42 -05:00
parent 679c1ee71f
commit 2e90e71c79

View File

@ -28,10 +28,11 @@ namespace OpenDiablo2.Core.UI
}
}
private readonly int buttonWidth, buttonHeight;
private ISprite sprite;
private IFont font;
private ILabel label;
private bool pressed;
private bool pressed = false;
private Point labelOffset = new Point();
private string text;
@ -50,37 +51,42 @@ namespace OpenDiablo2.Core.UI
this.renderWindow = renderWindow;
this.mouseInfoProvider = mouseInfoProvider;
sprite = renderWindow.LoadSprite(ResourcePaths.WideButtonBlank, Palettes.Act1);
font = renderWindow.LoadFont(ResourcePaths.FontExocet10, Palettes.Menu4);
sprite = renderWindow.LoadSprite(ResourcePaths.WideButtonBlank, Palettes.Units);
font = renderWindow.LoadFont(ResourcePaths.FontExocet10, Palettes.Units);
label = renderWindow.CreateLabel(font);
// TODO: Less stupid way of doing this would be nice
sprite.Frame = 0;
buttonWidth = sprite.LocalFrameSize.Width;
buttonHeight = sprite.LocalFrameSize.Height;
sprite.Frame = 1;
buttonWidth += sprite.LocalFrameSize.Width;
}
public void Update()
{
var hovered = (mouseInfoProvider.MouseX >= location.X && mouseInfoProvider.MouseX < (location.X + buttonWidth))
&& (mouseInfoProvider.MouseY >= location.Y && mouseInfoProvider.MouseY < (location.Y + buttonHeight));
pressed = hovered;
}
public void Render()
{
renderWindow.Draw(sprite, 2, 1, pressed ? 1 : 0);
var offset = pressed ? -5 : 0;
var offset = pressed ? -3 : 0;
label.Location = new Point(location.X + offset + labelOffset.X, location.Y + offset + labelOffset.Y);
label.Location = new Point(location.X + offset + labelOffset.X, location.Y - offset + labelOffset.Y);
renderWindow.Draw(label);
}
private void UpdateText()
{
label.Text = text;
label.TextColor = Color.FromArgb(128, 128, 128);
label.TextColor = Color.FromArgb(75, 75, 75);
// TODO: Less stupid way of doing this would be nice
sprite.Frame = 0;
int btnWidth = sprite.LocalFrameSize.Width;
sprite.Frame = 1;
btnWidth += sprite.LocalFrameSize.Width;
var offsetX = (btnWidth / 2) - (label.TextArea.Width / 2);
var offsetX = (buttonWidth / 2) - (label.TextArea.Width / 2);
labelOffset = new Point(offsetX, -5);
}
}