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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-18 02:16:23 -05:00
OpenDiablo2/d2core/d2gui/layout_scrollbar.go
Julien Ganichot 0d691dbffa
Key binding menu (#918)
* Feat(KeyBindingMenu): Adds dynamic box system with scrollbar

* Feat(Hotkeys): WIP Adds a lot of things

* Feat(KeyBindingMenu): WIP Adds logic to binding

* Feat(KeyBindingMenu): Fixes assignment logic

* Feat(KeyBindingMenu): Adds buttons logic

* Feat(KeyBindingMenu): Fixes sprites positions+add padding to Box

* Feat(KeyBindingMenu): Adds label blinking cap

* Feat(KeyBindingMenu): Removes commented func

* Feat(KeyBindingMenu): Fixes lint errors and refactors a bit

* Feat(KeyBindingMenu): Corrects few minor things from Grave

* Feat(KeyBindingMenu): removes forgotten key to string mapping
2020-11-13 12:03:30 -08:00

386 lines
11 KiB
Go

package d2gui
import (
"log"
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
)
// LayoutScrollbar is a scrollbar that can be used with any layout
// and attaches to a main layout. You need to use a wrapper for your content
// as main layout in order for the scrollbar to work properly
type LayoutScrollbar struct {
sliderSprites []*d2ui.Sprite
gutterSprites []*d2ui.Sprite
parentLayout *Layout
targetLayout *Layout
sliderLayout *Layout
arrowUpLayout *Layout
arrowDownLayout *Layout
arrowUpSprite *d2ui.Sprite
arrowDownSprite *d2ui.Sprite
maxY int
minY int
arrowClickSliderOffset int
viewportSize int
contentSize int
clickedAtY int
mouseYOnSlider int
lastY int
gutterHeight int
sliderHeight int
contentToViewRatio float32
// isVisible bool
arrowUpClicked bool
arrowDownClicked bool
sliderClicked bool
}
const (
textSliderPartWidth = 12
textSliderPartHeight = 13
arrrowClickContentOffsetPercentage = 0.02
oneHundredPercent = 1.0
)
const (
textSliderPartArrowDownHollow int = iota + 8
textSliderPartArrowUpHollow
textSliderPartArrowDownFilled int = 10
textSliderPartArrowUpFilled int = 11
// textSliderPartSquare
textSliderPartInnerGutter int = 13
textSliderPartFillingVariation1 int = 14
)
// NewLayoutScrollbar attaches a scrollbar to the parentLayout to control the targetLayout
func NewLayoutScrollbar(
parentLayout *Layout,
targetLayout *Layout,
) *LayoutScrollbar {
parentW, parentH := parentLayout.GetSize()
_, targetH := targetLayout.GetSize()
gutterHeight := parentH - (2 * textSliderPartHeight)
viewportPercentage := oneHundredPercent - (float32(targetH-parentH) / float32(targetH))
sliderHeight := int(float32(gutterHeight) * viewportPercentage)
x, y := parentW-textSliderPartWidth, 0
ret := &LayoutScrollbar{
sliderSprites: []*d2ui.Sprite{},
gutterSprites: []*d2ui.Sprite{},
}
ret.contentToViewRatio = viewportPercentage
ret.contentToViewRatio = float32(targetH) / float32(gutterHeight)
ret.gutterHeight = gutterHeight
ret.sliderHeight = sliderHeight
ret.minY = y + textSliderPartHeight
ret.maxY = (y + parentH) - (textSliderPartHeight + sliderHeight)
ret.contentSize = targetH
ret.arrowClickSliderOffset = int(float32(sliderHeight) * arrrowClickContentOffsetPercentage)
ret.viewportSize = parentH
arrowUpLayout := parentLayout.AddLayout(PositionTypeAbsolute)
arrowUpLayout.SetSize(textSliderPartWidth, textSliderPartHeight)
arrowUpLayout.SetPosition(x, 0)
ret.arrowUpLayout = arrowUpLayout
gutterLayout := parentLayout.AddLayout(PositionTypeAbsolute)
gutterLayout.SetSize(textSliderPartWidth, gutterHeight)
gutterLayout.SetPosition(x, textSliderPartHeight)
sliderLayout := parentLayout.AddLayout(PositionTypeAbsolute)
sliderLayout.SetPosition(x, textSliderPartHeight)
sliderLayout.SetSize(textSliderPartWidth, sliderHeight)
sliderLayout.SetMouseClickHandler(ret.OnSliderMouseClick)
arrowDownLayout := parentLayout.AddLayout(PositionTypeAbsolute)
arrowDownLayout.SetSize(textSliderPartWidth, textSliderPartHeight)
arrowDownLayout.SetPosition(x, textSliderPartHeight+gutterHeight)
ret.arrowDownLayout = arrowDownLayout
ret.sliderLayout = sliderLayout
ret.parentLayout = parentLayout
ret.targetLayout = targetLayout
ret.parentLayout.AdjustEntryPlacement()
ret.targetLayout.AdjustEntryPlacement()
ret.sliderLayout.AdjustEntryPlacement()
return ret
}
// Load sets the scrollbar layouts and loads the sprites
func (scrollbar *LayoutScrollbar) Load(ui *d2ui.UIManager) error {
arrowUpX, arrowUpY := scrollbar.arrowUpLayout.ScreenPos()
arrowUpSprite, _ := ui.NewSprite(d2resource.TextSlider, d2resource.PaletteSky)
if err := arrowUpSprite.SetCurrentFrame(textSliderPartArrowUpFilled); err != nil {
return err
}
arrowUpSprite.SetPosition(arrowUpX, arrowUpY+textSliderPartHeight)
scrollbar.arrowUpSprite = arrowUpSprite
arrowDownX, arrowDownY := scrollbar.arrowDownLayout.ScreenPos()
arrowDownSprite, _ := ui.NewSprite(d2resource.TextSlider, d2resource.PaletteSky)
if err := arrowDownSprite.SetCurrentFrame(textSliderPartArrowDownFilled); err != nil {
return err
}
arrowDownSprite.SetPosition(arrowDownX, arrowDownY+textSliderPartHeight)
scrollbar.arrowDownSprite = arrowDownSprite
gutterParts := int(math.Ceil(float64(scrollbar.gutterHeight+(2*textSliderPartHeight)) / float64(textSliderPartHeight)))
sliderParts := int(math.Ceil(float64(scrollbar.sliderHeight) / float64(textSliderPartHeight)))
gutterX, gutterY := arrowUpX, arrowUpY+(2*textSliderPartHeight)-1
i := 0
for {
if i >= gutterParts {
break
}
f, _ := ui.NewSprite(d2resource.TextSlider, d2resource.PaletteSky)
if err := f.SetCurrentFrame(textSliderPartInnerGutter); err != nil {
return err
}
newY := gutterY + (i * (textSliderPartHeight - 1))
f.SetPosition(gutterX, newY)
scrollbar.gutterSprites = append(scrollbar.gutterSprites, f)
i++
}
i = 0
for {
if i >= sliderParts {
break
}
f, _ := ui.NewSprite(d2resource.TextSlider, d2resource.PaletteSky)
if err := f.SetCurrentFrame(textSliderPartFillingVariation1); err != nil {
return err
}
scrollbar.sliderSprites = append(scrollbar.sliderSprites, f)
i++
}
scrollbar.updateSliderSpritesPosition()
return nil
}
func (scrollbar *LayoutScrollbar) updateSliderSpritesPosition() {
scrollbar.sliderLayout.AdjustEntryPlacement()
sliderLayoutX, sliderLayoutY := scrollbar.sliderLayout.ScreenPos()
for i, s := range scrollbar.sliderSprites {
newY := sliderLayoutY + (i * (textSliderPartHeight - 1)) + textSliderPartHeight
s.SetPosition(sliderLayoutX-1, newY)
}
}
// OnSliderMouseClick affects the state of the slider
func (scrollbar *LayoutScrollbar) OnSliderMouseClick(event d2interface.MouseEvent) {
scrollbar.clickedAtY = event.Y()
scrollbar.lastY = scrollbar.clickedAtY
scrollbar.mouseYOnSlider = event.Y() - scrollbar.sliderLayout.Sy
}
func (scrollbar *LayoutScrollbar) moveScaledContentBy(offset int) int {
_, y := scrollbar.sliderLayout.GetPosition()
newY := y + offset
outOfBoundsUp := false
outOfBoundsDown := false
if newY > scrollbar.maxY {
newY = scrollbar.maxY
outOfBoundsDown = true
}
if newY < scrollbar.minY {
newY = scrollbar.minY
outOfBoundsUp = true
}
if !outOfBoundsUp && !outOfBoundsDown {
scrollbar.clickedAtY += offset
if scrollbar.targetLayout != nil {
contentX, contentY := scrollbar.targetLayout.GetPosition()
scaledOffset := int(math.Round(float64(float32(offset) * scrollbar.contentToViewRatio)))
newContentY := contentY - scaledOffset
scrollbar.targetLayout.SetPosition(contentX, newContentY)
}
}
if outOfBoundsDown && scrollbar.targetLayout != nil {
newContentY := -scrollbar.contentSize + scrollbar.viewportSize
scrollbar.targetLayout.SetPosition(0, newContentY)
}
if outOfBoundsUp && scrollbar.targetLayout != nil {
scrollbar.targetLayout.SetPosition(0, 0)
}
return newY
}
// OnMouseMove will affect the slider and the content depending on the state fof it
func (scrollbar *LayoutScrollbar) OnMouseMove(event d2interface.MouseMoveEvent) {
if !scrollbar.sliderClicked {
return
}
sliderX, _ := scrollbar.sliderLayout.GetPosition()
newY := scrollbar.moveScaledContentBy(event.Y() - scrollbar.clickedAtY)
scrollbar.sliderLayout.SetPosition(sliderX, newY)
scrollbar.updateSliderSpritesPosition()
}
// OnArrowUpClick will move the slider and the content up
func (scrollbar *LayoutScrollbar) OnArrowUpClick() {
sliderX, _ := scrollbar.sliderLayout.GetPosition()
newY := scrollbar.moveScaledContentBy(-scrollbar.arrowClickSliderOffset)
scrollbar.sliderLayout.SetPosition(sliderX, newY)
scrollbar.updateSliderSpritesPosition()
}
// OnArrowDownClick will move the slider and the content down
func (scrollbar *LayoutScrollbar) OnArrowDownClick() {
sliderX, _ := scrollbar.sliderLayout.GetPosition()
newY := scrollbar.moveScaledContentBy(scrollbar.arrowClickSliderOffset)
scrollbar.sliderLayout.SetPosition(sliderX, newY)
scrollbar.updateSliderSpritesPosition()
}
// SetSliderClicked sets the value of sliderClicked
func (scrollbar *LayoutScrollbar) SetSliderClicked(value bool) {
scrollbar.sliderClicked = value
}
// SetArrowUpClicked sets the value of sliderClicked
func (scrollbar *LayoutScrollbar) SetArrowUpClicked(value bool) {
var arrowSpriteFrame int
scrollbar.arrowUpClicked = value
if scrollbar.arrowUpClicked {
arrowSpriteFrame = textSliderPartArrowUpHollow
} else {
arrowSpriteFrame = textSliderPartArrowUpFilled
}
if err := scrollbar.arrowUpSprite.SetCurrentFrame(arrowSpriteFrame); err != nil {
log.Printf("unable to set arrow up sprite frame: %v", err)
}
}
// SetArrowDownClicked sets the value of sliderClicked
func (scrollbar *LayoutScrollbar) SetArrowDownClicked(value bool) {
var arrowSpriteFrame int
scrollbar.arrowDownClicked = value
if scrollbar.arrowDownClicked {
arrowSpriteFrame = textSliderPartArrowDownHollow
} else {
arrowSpriteFrame = textSliderPartArrowDownFilled
}
if err := scrollbar.arrowDownSprite.SetCurrentFrame(arrowSpriteFrame); err != nil {
log.Printf("unable to set arrow down sprite frame: %v", err)
}
}
// Advance updates the layouts according to the state of the arrown
func (scrollbar *LayoutScrollbar) Advance(elapsed float64) error {
if scrollbar.arrowDownClicked {
scrollbar.OnArrowDownClick()
}
if scrollbar.arrowUpClicked {
scrollbar.OnArrowUpClick()
}
return nil
}
// Render draws the scrollbar sprites on the given surface
func (scrollbar *LayoutScrollbar) Render(target d2interface.Surface) {
for _, s := range scrollbar.gutterSprites {
s.Render(target)
}
for _, s := range scrollbar.sliderSprites {
s.Render(target)
}
scrollbar.arrowUpSprite.Render(target)
scrollbar.arrowDownSprite.Render(target)
}
func (scrollbar *LayoutScrollbar) isInLayoutRect(layout *Layout, px, py int) bool {
ww, hh := layout.GetSize()
x, y := layout.Sx, layout.Sy
if px >= x && px <= x+ww && py >= y && py <= y+hh {
return true
}
return false
}
// IsSliderClicked returns the state of the slider
func (scrollbar *LayoutScrollbar) IsSliderClicked() bool {
return scrollbar.sliderClicked
}
// IsArrowUpClicked returns the state of arrow up clicked
func (scrollbar *LayoutScrollbar) IsArrowUpClicked() bool {
return scrollbar.arrowUpClicked
}
// IsArrowDownClicked returns the state of arrow down clicked
func (scrollbar *LayoutScrollbar) IsArrowDownClicked() bool {
return scrollbar.arrowDownClicked
}
// IsInArrowUpRect checks if the given point is within the overlay layout rectangle
func (scrollbar *LayoutScrollbar) IsInArrowUpRect(px, py int) bool {
return scrollbar.isInLayoutRect(scrollbar.arrowUpLayout, px, py)
}
// IsInArrowDownRect checks if the given point is within the overlay layout rectangle
func (scrollbar *LayoutScrollbar) IsInArrowDownRect(px, py int) bool {
return scrollbar.isInLayoutRect(scrollbar.arrowDownLayout, px, py)
}
// IsInSliderRect checks if the given point is within the overlay layout rectangle
func (scrollbar *LayoutScrollbar) IsInSliderRect(px, py int) bool {
return scrollbar.isInLayoutRect(scrollbar.sliderLayout, px, py)
}