package UI import ( "image" "image/color" "github.com/essial/OpenDiablo2/Common" "github.com/essial/OpenDiablo2/Palettes" "github.com/essial/OpenDiablo2/ResourcePaths" "github.com/hajimehoshi/ebiten" ) // ButtonType defines the type of button type ButtonType int const ( ButtonTypeWide ButtonType = 1 ButtonTypeMedium ButtonType = 2 ButtonTypeNarrow ButtonType = 3 ButtonTypeCancel ButtonType = 4 ButtonTypeTall ButtonType = 5 ButtonTypeShort ButtonType = 6 // Game UI ButtonTypeSkill ButtonType = 7 ButtonTypeRun ButtonType = 8 ButtonTypeMenu ButtonType = 9 ButtonTypeGoldCoin ButtonType = 10 ButtonTypeClose ButtonType = 11 ButtonTypeSecondaryInvHand ButtonType = 12 ButtonTypeMinipanelCharacter ButtonType = 13 ButtonTypeMinipanelInventory ButtonType = 14 ButtonTypeMinipanelSkill ButtonType = 15 ButtonTypeMinipanelAutomap ButtonType = 16 ButtonTypeMinipanelMessage ButtonType = 17 ButtonTypeMinipanelQuest ButtonType = 18 ButtonTypeMinipanelMen ButtonType = 19 ) // ButtonLayout defines the type of buttons type ButtonLayout struct { XSegments int //1 YSegments int // 1 ResourceName string // Font Name PaletteName Palettes.Palette // Palette Toggleable bool // false BaseFrame int // 0 DisabledFrame int // -1 FontPath string // ResourcePaths.FontExocet10 ClickableRect *image.Rectangle // nil AllowFrameChange bool // true TextOffset int // 0 } // ButtonLayouts define the type of buttons you can have var ButtonLayouts = map[ButtonType]ButtonLayout{ ButtonTypeWide: {2, 1, ResourcePaths.WideButtonBlank, Palettes.Units, false, 0, -1, ResourcePaths.FontExocet10, nil, true, 1}, ButtonTypeShort: {1, 1, ResourcePaths.ShortButtonBlank, Palettes.Units, false, 0, -1, ResourcePaths.FontRediculous, nil, true, -1}, ButtonTypeMedium: {1, 1, ResourcePaths.MediumButtonBlank, Palettes.Units, false, 0, 0, ResourcePaths.FontExocet10, nil, true, 0}, ButtonTypeTall: {1, 1, ResourcePaths.TallButtonBlank, Palettes.Units, false, 0, 0, ResourcePaths.FontExocet10, nil, true, 5}, /* {eButtonType.Wide, new ButtonLayout { XSegments = 2, ResourceName = ResourcePaths.WideButtonBlank, PaletteName = Palettes.Units } }, {eButtonType.Narrow, new ButtonLayout { ResourceName = ResourcePaths.NarrowButtonBlank, PaletteName = Palettes.Units } }, {eButtonType.Cancel, new ButtonLayout { ResourceName = ResourcePaths.CancelButton, PaletteName = Palettes.Units } }, // Minipanel {eButtonType.MinipanelCharacter, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = Palettes.Units, BaseFrame = 0 } }, {eButtonType.MinipanelInventory, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = Palettes.Units, BaseFrame = 2 } }, {eButtonType.MinipanelSkill, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = Palettes.Units, BaseFrame = 4 } }, {eButtonType.MinipanelAutomap, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = Palettes.Units, BaseFrame = 8 } }, {eButtonType.MinipanelMessage, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = Palettes.Units, BaseFrame = 10 } }, {eButtonType.MinipanelQuest, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = Palettes.Units, BaseFrame = 12 } }, {eButtonType.MinipanelMenu, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = Palettes.Units, BaseFrame = 14 } }, {eButtonType.SecondaryInvHand, new ButtonLayout { ResourceName = ResourcePaths.InventoryWeaponsTab, PaletteName = Palettes.Units, ClickableRect = new Rectangle(0, 0, 0, 20), AllowFrameChange = false } }, {eButtonType.Run, new ButtonLayout { ResourceName = ResourcePaths.RunButton, PaletteName = Palettes.Units, Toggleable = true } }, {eButtonType.Menu, new ButtonLayout { ResourceName = ResourcePaths.MenuButton, PaletteName = Palettes.Units, Toggleable = true } }, {eButtonType.GoldCoin, new ButtonLayout { ResourceName = ResourcePaths.GoldCoinButton, PaletteName = Palettes.Units } }, {eButtonType.Close, new ButtonLayout { ResourceName = ResourcePaths.SquareButton, PaletteName = Palettes.Units, BaseFrame = 10 } }, {eButtonType.Skill, new ButtonLayout { ResourceName = ResourcePaths.AddSkillButton, PaletteName = Palettes.Units, DisabledFrame = 2 */ } // Button defines a standard wide UI button type Button struct { enabled bool x, y int width, height uint32 visible bool pressed bool toggled bool fileProvider Common.FileProvider normalImage *ebiten.Image pressedImage *ebiten.Image toggledImage *ebiten.Image pressedToggledImage *ebiten.Image disabledImage *ebiten.Image buttonLayout ButtonLayout onClick func() } // CreateButton creates an instance of Button func CreateButton(buttonType ButtonType, fileProvider Common.FileProvider, text string) *Button { result := &Button{ fileProvider: fileProvider, width: 0, height: 0, visible: true, enabled: true, pressed: false, } buttonLayout := ButtonLayouts[buttonType] result.buttonLayout = buttonLayout font := GetFont(buttonLayout.FontPath, Palettes.Units, fileProvider) buttonSprite := fileProvider.LoadSprite(buttonLayout.ResourceName, buttonLayout.PaletteName) totalButtonTypes := buttonSprite.GetTotalFrames() / (buttonLayout.XSegments * buttonLayout.YSegments) for i := 0; i < buttonLayout.XSegments; i++ { w, _ := buttonSprite.GetFrameSize(i) result.width += w } for i := 0; i < buttonLayout.YSegments; i++ { _, h := buttonSprite.GetFrameSize(i * buttonLayout.YSegments) result.height += h } result.normalImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest) _, fontHeight := font.GetTextMetrics(text) textY := int((result.height/2)-(fontHeight/2)) + buttonLayout.TextOffset buttonSprite.MoveTo(0, 0) buttonSprite.Blend = true buttonSprite.DrawSegments(result.normalImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame) font.Draw(0, textY, text, color.RGBA{100, 100, 100, 255}, result.normalImage) if buttonLayout.AllowFrameChange { if totalButtonTypes > 1 { result.pressedImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest) buttonSprite.DrawSegments(result.pressedImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+1) font.Draw(-2, textY+2, text, color.RGBA{100, 100, 100, 255}, result.pressedImage) } if totalButtonTypes > 2 { result.toggledImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest) buttonSprite.DrawSegments(result.toggledImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+2) font.Draw(0, textY, text, color.RGBA{100, 100, 100, 255}, result.toggledImage) } if totalButtonTypes > 3 { result.pressedToggledImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest) buttonSprite.DrawSegments(result.pressedToggledImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+3) font.Draw(0, textY, text, color.RGBA{100, 100, 100, 255}, result.pressedToggledImage) } if buttonLayout.DisabledFrame != -1 { result.disabledImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest) buttonSprite.DrawSegments(result.disabledImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.DisabledFrame) font.Draw(0, textY-1, text, color.RGBA{100, 100, 100, 255}, result.disabledImage) } } return result } // OnActivated defines the callback handler for the activate event func (v *Button) OnActivated(callback func()) { v.onClick = callback } // Activate calls the on activated callback handler, if any func (v *Button) Activate() { if v.onClick == nil { return } v.onClick() } // Draw renders the button func (v *Button) Draw(target *ebiten.Image) { opts := &ebiten.DrawImageOptions{ CompositeMode: ebiten.CompositeModeSourceAtop, Filter: ebiten.FilterNearest, } opts.GeoM.Translate(float64(v.x), float64(v.y)) if !v.enabled { //opts.CompositeMode = ebiten.CompositeModeLighter opts.ColorM = Common.ColorToColorM(color.RGBA{128, 128, 128, 195}) target.DrawImage(v.disabledImage, opts) } else if v.toggled && v.pressed { target.DrawImage(v.pressedToggledImage, opts) } else if v.pressed { target.DrawImage(v.pressedImage, opts) } else if v.toggled { target.DrawImage(v.toggledImage, opts) } else { target.DrawImage(v.normalImage, opts) } } // GetEnabled returns the enabled state func (v *Button) GetEnabled() bool { return v.enabled } // SetEnabled sets the enabled state func (v *Button) SetEnabled(enabled bool) { v.enabled = enabled } // GetSize returns the size of the button func (v *Button) GetSize() (uint32, uint32) { return v.width, v.height } // MoveTo moves the button func (v *Button) MoveTo(x, y int) { v.x = x v.y = y } // GetLocation returns the location of the button func (v *Button) GetLocation() (x, y int) { return v.x, v.y } // GetVisible returns the visibility of the button func (v *Button) GetVisible() bool { return v.visible } // SetVisible sets the visibility of the button func (v *Button) SetVisible(visible bool) { v.visible = visible } // GetPressed returns the pressed state of the button func (v *Button) GetPressed() bool { return v.pressed } // SetPressed sets the pressed state of the button func (v *Button) SetPressed(pressed bool) { v.pressed = pressed }