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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-02 09:17:19 -04:00
OpenDiablo2/d2core/d2ui/ui_manager.go
juander c148941194 d2ui/drawable: Refactor render() method to not return error
this simplifies error handling statements all over the ui code. Before
we had to write:

if err := foo.Render(target); err != nil {
    return err
}

which simplifies now to foo.Render(target)
2020-11-11 14:55:59 +01:00

172 lines
4.5 KiB
Go

package d2ui
import (
"log"
"sort"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
// UIManager manages a collection of UI elements (buttons, textboxes, labels)
type UIManager struct {
asset *d2asset.AssetManager
renderer d2interface.Renderer
inputManager d2interface.InputManager
audio d2interface.AudioProvider
widgets []Widget
widgetsGroups []*WidgetGroup
clickableWidgets []ClickableWidget
cursorButtons CursorButton
CursorX int
CursorY int
pressedWidget ClickableWidget
clickSfx d2interface.SoundEffect
}
// Note: methods for creating buttons and stuff are in their respective files
// Initialize is meant to be called after the game loads all of the necessary files
// for sprites and audio
func (ui *UIManager) Initialize() {
sfx, err := ui.audio.LoadSound(d2resource.SFXButtonClick, false, false)
if err != nil {
log.Fatalf("failed to initialize ui: %v", err)
}
ui.clickSfx = sfx
if err := ui.inputManager.BindHandler(ui); err != nil {
log.Fatalf("failed to initialize ui: %v", err)
}
}
// Reset resets the state of the UI manager. Typically called for new screens
func (ui *UIManager) Reset() {
ui.widgets = nil
ui.clickableWidgets = nil
ui.pressedWidget = nil
}
// addWidgetGroup adds a widgetGroup to the UI manager and sorts by priority
func (ui *UIManager) addWidgetGroup(group *WidgetGroup) {
ui.widgetsGroups = append(ui.widgetsGroups, group)
sort.SliceStable(ui.widgetsGroups, func(i, j int) bool {
return ui.widgetsGroups[i].priority < ui.widgetsGroups[j].priority
})
}
// addWidget adds a widget to the UI manager
func (ui *UIManager) addWidget(widget Widget) {
err := ui.inputManager.BindHandler(widget)
if err != nil {
log.Print(err)
}
clickable, ok := widget.(ClickableWidget)
if ok {
ui.clickableWidgets = append(ui.clickableWidgets, clickable)
}
ui.widgets = append(ui.widgets, widget)
widget.bindManager(ui)
}
// OnMouseButtonUp is an event handler for input
func (ui *UIManager) OnMouseButtonUp(event d2interface.MouseEvent) bool {
ui.CursorX, ui.CursorY = event.X(), event.Y()
if event.Button() == d2enum.MouseButtonLeft {
ui.cursorButtons |= CursorButtonLeft
// activate previously pressed widget if cursor is still hovering
w := ui.pressedWidget
if w != nil && ui.contains(w, ui.CursorX, ui.CursorY) && w.GetVisible() && w.GetEnabled() {
w.Activate()
}
// unpress all widgets that are pressed
for _, w := range ui.clickableWidgets {
w.SetPressed(false)
}
}
return false
}
// OnMouseButtonDown is the mouse button down event handler
func (ui *UIManager) OnMouseButtonDown(event d2interface.MouseEvent) bool {
ui.CursorX, ui.CursorY = event.X(), event.Y()
if event.Button() == d2enum.MouseButtonLeft {
// find and press a widget on screen
ui.pressedWidget = nil
for _, w := range ui.clickableWidgets {
if ui.contains(w, ui.CursorX, ui.CursorY) && w.GetVisible() && w.GetEnabled() {
w.SetPressed(true)
ui.pressedWidget = w
ui.clickSfx.Play()
break
}
}
}
if event.Button() == d2enum.MouseButtonRight {
ui.cursorButtons |= CursorButtonRight
}
return false
}
// Render renders all of the UI elements
func (ui *UIManager) Render(target d2interface.Surface) {
for _, widget := range ui.widgets {
if widget.GetVisible() {
widget.Render(target)
}
}
for _, widgetGroup := range ui.widgetsGroups {
if widgetGroup.GetVisible() {
widgetGroup.Render(target)
}
}
}
// contains determines whether a given x,y coordinate lands within a Widget
func (ui *UIManager) contains(w Widget, x, y int) bool {
wx, wy := w.GetPosition()
ww, wh := w.GetSize()
return x >= wx && x <= wx+ww && y >= wy && y <= wy+wh
}
// Advance updates all of the UI elements
func (ui *UIManager) Advance(elapsed float64) {
for _, widget := range ui.widgets {
if widget.GetVisible() {
err := widget.Advance(elapsed)
if err != nil {
log.Print(err)
}
}
}
}
// CursorButtonPressed determines if the specified button has been pressed
func (ui *UIManager) CursorButtonPressed(button CursorButton) bool {
return ui.cursorButtons&button > 0
}
// CursorPosition returns the current cursor position
func (ui *UIManager) CursorPosition() (x, y int) {
return ui.CursorX, ui.CursorY
}
// Renderer returns the renderer for this ui manager
func (ui *UIManager) Renderer() d2interface.Renderer {
return ui.renderer
}