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https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-02 17:27:23 -04:00
12821147ce
* d2ui/skilltree: Don't render availSPLabel this is handled by the ui_manager now. * d2ui/custom_widget: Allow them to be cached into static images * d2player/hero_stats_panel: Remove render() function from game_controls all ui elements are now grouped into a WidgetGroup, thus rendering is done by the ui manager. * d2player/hero_stats_panel: Remove unnecessary widgets from struct we don't need to store them in the HeroStatsPanel struct anymore as they are completly handled by the uiManager. * d2ui/widget_group: Remove priority member this is already defined by the BaseWidget. * d2ui/widget: Move uiManager.contains() to the baseWidgets this method makes more sense on a widget anyways. * d2ui/widget: Add methods to handle widget hovering * d2ui/custom_widget: Require define width/height since the custom render() method can do whatever, we need the user to specify the width/height such that GetSize() calls are meaningful. * d2ui/widget: Allow widgets to return the uiManager * d2player/HUD: Refactor health/mana globe into its own widget * d2player/hud: Refactor load() seperate each type of loading into its own method. * d2player/HUD: Move stamina/exp bar into widgets * d2player/HUD: Refactor left/right skills into widget * d2ui/custom_widget: cached custom widgets should use widget.x/y since we render to an image, we use widget.x/y to position the cached image. * d2player/HUD: User cached custom widget for all static images
100 lines
2.0 KiB
Go
100 lines
2.0 KiB
Go
package d2ui
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import (
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"sort"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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// static check that WidgetGroup implements widget
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var _ Widget = &WidgetGroup{}
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// WidgetGroup allows the grouping of widgets to apply actions to all
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// widgets at once.
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type WidgetGroup struct {
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*BaseWidget
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entries []Widget
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}
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// NewWidgetGroup creates a new widget group
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func (ui *UIManager) NewWidgetGroup(priority RenderPriority) *WidgetGroup {
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base := NewBaseWidget(ui)
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base.SetRenderPriority(priority)
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group := &WidgetGroup{
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BaseWidget: base,
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}
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ui.addWidgetGroup(group)
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return group
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}
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// AddWidget adds a widget to the group
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func (wg *WidgetGroup) AddWidget(w Widget) {
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wg.adjustSize(w)
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wg.entries = append(wg.entries, w)
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sort.SliceStable(wg.entries, func(i, j int) bool {
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return wg.entries[i].GetRenderPriority() < wg.entries[j].GetRenderPriority()
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})
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}
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// adjustSize recalculates the bounding box if a new widget is added
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func (wg *WidgetGroup) adjustSize(w Widget) {
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x, y := w.GetPosition()
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width, height := w.GetSize()
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if x+width > wg.width {
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wg.width = x + width
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}
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if wg.x > x {
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wg.width += wg.x - x
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wg.x = x
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}
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if y+height > wg.height {
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wg.height = x + height
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}
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if wg.y > y {
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wg.height += wg.y - y
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wg.y = y
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}
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}
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// Advance is a no-op here
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func (wg *WidgetGroup) Advance(elapsed float64) error {
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// No-op
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return nil
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}
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// Render draw the widgets to the screen
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func (wg *WidgetGroup) Render(target d2interface.Surface) {
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for _, entry := range wg.entries {
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if entry.GetVisible() {
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entry.Render(target)
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}
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}
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}
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// SetVisible sets the visibility of all widgets in the group
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func (wg *WidgetGroup) SetVisible(visible bool) {
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for _, entry := range wg.entries {
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entry.SetVisible(visible)
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}
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}
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// OnMouseMove handles mouse move events
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func (wg *WidgetGroup) OnMouseMove(x, y int) {
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for _, entry := range wg.entries {
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if entry.Contains(x, y) && entry.GetVisible() {
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if !entry.isHovered() {
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entry.hoverStart()
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}
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} else if entry.isHovered() {
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entry.hoverEnd()
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}
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}
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}
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