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https://github.com/OpenDiablo2/OpenDiablo2
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* d2player/hud: Make minipanel button a real ui/button * d2ui/button: Add implicit tooltips for now it is only for close buttons. * d2ui/frame: Add size caluclation now frame.GetSize() returns meaningful values. * d2ui/button: Add minipanel button types * d2ui/hero_stats_panel: Fix cached image being way to big * d2ui/widget_group: Fix widget groups size calculation * d2ui/widget_group: Add debug rendering * d2ui/widget_group: SetVisible() now sets the visibility of the group object * d2player: Refactor mini_panel we converted all elements to widgets. Thus rendering from game_controls is no longer neccessary. * d2ui/button: Add disabled color to layouts * d2player/gamecontrols: temp hide minipanel when in esc menu * d2ui/widget_group: Add OffsetPosition() method * d2player/mini_panel: Implement moving of minipanel this only occours when other panels are opened. * d2player/minipanel: Fix inv/skilltree/char closebuttons these would screw up the moving of the mini panel. * Fix linter * d2player/minipanel: Add tooltips to buttons * d2player/skilltree: Fix icon rendering
182 lines
4.6 KiB
Go
182 lines
4.6 KiB
Go
package d2ui
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import (
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"log"
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"sort"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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)
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// UIManager manages a collection of UI elements (buttons, textboxes, labels)
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type UIManager struct {
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asset *d2asset.AssetManager
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renderer d2interface.Renderer
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inputManager d2interface.InputManager
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audio d2interface.AudioProvider
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widgets []Widget
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widgetsGroups []*WidgetGroup
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clickableWidgets []ClickableWidget
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cursorButtons CursorButton
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CursorX int
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CursorY int
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pressedWidget ClickableWidget
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clickSfx d2interface.SoundEffect
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}
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// Note: methods for creating buttons and stuff are in their respective files
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// Initialize is meant to be called after the game loads all of the necessary files
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// for sprites and audio
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func (ui *UIManager) Initialize() {
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sfx, err := ui.audio.LoadSound(d2resource.SFXButtonClick, false, false)
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if err != nil {
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log.Fatalf("failed to initialize ui: %v", err)
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}
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ui.clickSfx = sfx
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if err := ui.inputManager.BindHandler(ui); err != nil {
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log.Fatalf("failed to initialize ui: %v", err)
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}
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}
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// Reset resets the state of the UI manager. Typically called for new screens
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func (ui *UIManager) Reset() {
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ui.widgets = nil
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ui.clickableWidgets = nil
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ui.pressedWidget = nil
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}
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// addWidgetGroup adds a widgetGroup to the UI manager and sorts by priority
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func (ui *UIManager) addWidgetGroup(group *WidgetGroup) {
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ui.widgetsGroups = append(ui.widgetsGroups, group)
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sort.SliceStable(ui.widgetsGroups, func(i, j int) bool {
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return ui.widgetsGroups[i].renderPriority < ui.widgetsGroups[j].renderPriority
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})
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}
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// addWidget adds a widget to the UI manager
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func (ui *UIManager) addWidget(widget Widget) {
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err := ui.inputManager.BindHandler(widget)
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if err != nil {
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log.Print(err)
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}
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clickable, ok := widget.(ClickableWidget)
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if ok {
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ui.clickableWidgets = append(ui.clickableWidgets, clickable)
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}
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ui.widgets = append(ui.widgets, widget)
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widget.bindManager(ui)
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}
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// OnMouseButtonUp is an event handler for input
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func (ui *UIManager) OnMouseButtonUp(event d2interface.MouseEvent) bool {
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ui.CursorX, ui.CursorY = event.X(), event.Y()
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if event.Button() == d2enum.MouseButtonLeft {
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ui.cursorButtons |= CursorButtonLeft
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// activate previously pressed widget if cursor is still hovering
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w := ui.pressedWidget
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if w != nil && w.Contains(ui.CursorX, ui.CursorY) && w.GetVisible() && w.GetEnabled() {
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w.Activate()
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}
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// unpress all widgets that are pressed
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for _, w := range ui.clickableWidgets {
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w.SetPressed(false)
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}
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}
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return false
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}
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// OnMouseMove is the mouse move event handler
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func (ui *UIManager) OnMouseMove(event d2interface.MouseMoveEvent) bool {
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for _, w := range ui.widgetsGroups {
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if w.GetVisible() {
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w.OnMouseMove(event.X(), event.Y())
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}
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}
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for _, w := range ui.widgets {
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if w.GetVisible() {
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w.OnMouseMove(event.X(), event.Y())
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}
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}
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return false
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}
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// OnMouseButtonDown is the mouse button down event handler
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func (ui *UIManager) OnMouseButtonDown(event d2interface.MouseEvent) bool {
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ui.CursorX, ui.CursorY = event.X(), event.Y()
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if event.Button() == d2enum.MouseButtonLeft {
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// find and press a widget on screen
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ui.pressedWidget = nil
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for _, w := range ui.clickableWidgets {
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if w.Contains(ui.CursorX, ui.CursorY) && w.GetVisible() && w.GetEnabled() {
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w.SetPressed(true)
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ui.pressedWidget = w
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ui.clickSfx.Play()
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break
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}
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}
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}
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if event.Button() == d2enum.MouseButtonRight {
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ui.cursorButtons |= CursorButtonRight
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}
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return false
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}
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// Render renders all of the UI elements
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func (ui *UIManager) Render(target d2interface.Surface) {
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for _, widgetGroup := range ui.widgetsGroups {
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if widgetGroup.GetVisible() {
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widgetGroup.Render(target)
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}
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}
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for _, widget := range ui.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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}
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// Advance updates all of the UI elements
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func (ui *UIManager) Advance(elapsed float64) {
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for _, widget := range ui.widgets {
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if widget.GetVisible() {
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err := widget.Advance(elapsed)
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if err != nil {
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log.Print(err)
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}
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}
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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 (ui *UIManager) CursorButtonPressed(button CursorButton) bool {
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return ui.cursorButtons&button > 0
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}
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// CursorPosition returns the current cursor position
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func (ui *UIManager) CursorPosition() (x, y int) {
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return ui.CursorX, ui.CursorY
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}
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// Renderer returns the renderer for this ui manager
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func (ui *UIManager) Renderer() d2interface.Renderer {
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return ui.renderer
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}
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