mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-06 11:34:15 -04:00
151 lines
3.5 KiB
Go
151 lines
3.5 KiB
Go
package d2ui
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import (
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/hajimehoshi/ebiten"
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)
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// CursorButton represents a mouse button
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type CursorButton uint8
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const (
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// CursorButtonLeft represents the left mouse button
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CursorButtonLeft CursorButton = 1
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// CursorButtonRight represents the right mouse button
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CursorButtonRight CursorButton = 2
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)
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var widgets []Widget
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var cursorSprite *d2render.Sprite
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var cursorButtons CursorButton
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var pressedIndex int
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var CursorX int
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var CursorY int
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var clickSfx d2interface.SoundEffect
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var waitForLeftMouseUp bool
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func Initialize(curSprite *d2render.Sprite) {
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cursorSprite = curSprite
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pressedIndex = -1
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clickSfx, _ = d2audio.LoadSoundEffect(d2resource.SFXButtonClick)
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waitForLeftMouseUp = false
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}
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// Reset resets the state of the UI manager. Typically called for new scenes
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func Reset() {
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widgets = make([]Widget, 0)
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pressedIndex = -1
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waitForLeftMouseUp = true
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}
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// AddWidget adds a widget to the UI manager
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func AddWidget(widget Widget) {
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widgets = append(widgets, widget)
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}
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func WaitForMouseRelease() {
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waitForLeftMouseUp = true
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}
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// Render renders all of the UI elements
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func Render(target d2common.Surface) {
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for _, widget := range widgets {
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if widget.GetVisible() {
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widget.Render(target)
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}
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}
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cx, cy := ebiten.CursorPosition()
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cursorSprite.SetPosition(cx, cy)
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cursorSprite.Render(target)
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}
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// Update updates all of the UI elements
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func Advance(elapsed float64) {
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for _, widget := range widgets {
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if widget.GetVisible() {
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widget.Advance(elapsed)
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}
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}
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cursorButtons = 0
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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if !waitForLeftMouseUp {
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cursorButtons |= CursorButtonLeft
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}
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} else {
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if waitForLeftMouseUp {
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waitForLeftMouseUp = false
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}
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
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cursorButtons |= CursorButtonRight
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}
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CursorX, CursorY = ebiten.CursorPosition()
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if CursorButtonPressed(CursorButtonLeft) {
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found := false
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for i, widget := range widgets {
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if !widget.GetVisible() || !widget.GetEnabled() {
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continue
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}
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wx, wy := widget.GetPosition()
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ww, wh := widget.GetSize()
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if CursorX >= wx && CursorX <= wx+int(ww) && CursorY >= wy && CursorY <= wy+int(wh) {
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widget.SetPressed(true)
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if pressedIndex == -1 {
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found = true
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pressedIndex = i
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clickSfx.Play()
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} else if pressedIndex > -1 && pressedIndex != i {
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widgets[i].SetPressed(false)
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} else {
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found = true
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}
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} else {
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widget.SetPressed(false)
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}
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}
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if !found {
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if pressedIndex > -1 {
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widgets[pressedIndex].SetPressed(false)
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} else {
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pressedIndex = -2
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}
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}
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} else {
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if pressedIndex > -1 {
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widget := widgets[pressedIndex]
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wx, wy := widget.GetPosition()
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ww, wh := widget.GetSize()
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if CursorX >= wx && CursorX <= wx+int(ww) && CursorY >= wy && CursorY <= wy+int(wh) {
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widget.Activate()
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}
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} else {
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for _, widget := range widgets {
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if !widget.GetVisible() || !widget.GetEnabled() {
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continue
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}
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widget.SetPressed(false)
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}
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}
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pressedIndex = -1
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}
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}
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// CursorButtonPressed determines if the specified button has been pressed
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func CursorButtonPressed(button CursorButton) bool {
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return cursorButtons&button > 0
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}
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func KeyPressed(key ebiten.Key) bool {
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return ebiten.IsKeyPressed(key)
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}
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func GetCursorSprite() *d2render.Sprite {
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return cursorSprite
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}
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