mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-12 23:43:24 -05:00
37ae98d81b
* 337 - remove ebiten from character selection * 337 - abstract d2input away from ebiten implementation * WIP 337 - remove ebiten use from d2ui * 337 - fix accidental left->right change * 337 - fix ui button selection bugs * 337 - fix textbox bugs * 337 - fix scrollbar bugs * 337 - address PR comments * 337 - fix invalid hero selection bug Co-authored-by: David Carrell <carrelda@Davids-MacBook-Pro.local>
125 lines
3.3 KiB
Go
125 lines
3.3 KiB
Go
package d2ui
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import (
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"log"
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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/d2input"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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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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type UI struct {
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widgets []Widget
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cursorButtons CursorButton // TODO (carrelld) convert dependent code and remove
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CursorX int // TODO (carrelld) convert dependent code and remove
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CursorY int // TODO (carrelld) convert dependent code and remove
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pressedWidget Widget
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}
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var singleton UI
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var clickSfx d2audio.SoundEffect
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func Initialize() {
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sfx, err := d2audio.LoadSoundEffect(d2resource.SFXButtonClick)
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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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clickSfx = sfx
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d2input.BindHandler(&singleton)
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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 Reset() {
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singleton.widgets = nil
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singleton.pressedWidget = nil
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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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d2input.BindHandler(widget)
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singleton.widgets = append(singleton.widgets, widget)
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}
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func (u *UI) OnMouseButtonUp(event d2input.MouseEvent) bool {
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singleton.CursorX, singleton.CursorY = event.X, event.Y
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if event.Button == d2input.MouseButtonLeft {
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singleton.cursorButtons |= CursorButtonLeft
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// activate previously pressed widget if cursor is still hovering
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w := singleton.pressedWidget
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if w != nil && contains(w, singleton.CursorX, singleton.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 singleton.widgets {
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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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func (u *UI) OnMouseButtonDown(event d2input.MouseEvent) bool {
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singleton.CursorX, singleton.CursorY = event.X, event.Y
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if event.Button == d2input.MouseButtonLeft {
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// find and press a widget on screen
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singleton.pressedWidget = nil
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for _, w := range singleton.widgets {
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if contains(w, singleton.CursorX, singleton.CursorY) && w.GetVisible() && w.GetEnabled() {
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w.SetPressed(true)
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singleton.pressedWidget = w
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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 == d2input.MouseButtonRight {
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singleton.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 Render(target d2render.Surface) {
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for _, widget := range singleton.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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// contains determines whether a given x,y coordinate lands within a Widget
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func contains(w Widget, x, y int) bool {
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wx, wy := w.GetPosition()
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ww, wh := w.GetSize()
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return x >= wx && x <= wx+ww && y >= wy && y <= wy+wh
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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 singleton.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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}
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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 singleton.cursorButtons&button > 0
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}
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func CursorPosition() (x, y int) {
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return singleton.CursorX, singleton.CursorY
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}
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