1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-10-14 14:13:43 -04:00
OpenDiablo2/d2core/d2ui/checkbox.go
lord 7e3aff557b
Decouple asset manager from renderer (#730)
* improve AssetManager implementation

Notable changes are:
 * removed the individual managers inside of d2asset, only one asset manager
 * AssetManager now has caches for the types of files it loads
 * created a type for TextDictionary (the txt file structs)
 * fixed a file path bug in d2loader Source
 * fixed a asset stream bug in d2loader Asset
 * d2loader.Loader now needs a d2config.Config on creation (for resolving locale files)
 * updated the mpq file in d2asset test data, added test case for "sub-directory"
 * added a Data method to d2asset.Asset. The data is cached on first full read.
 * renamed ArchiveDataStream to DataStream in d2interface
 * moved palette utility func out of d2asset and into d2util
 * bugfix for MacOS mpq loader issue

* lint fixes, added data caching to filesystem asset

* adding comment for mpq asset close

* Decouple d2asset from d2render

Notable changes in d2common:
 * d2dcc.Load now fully decodes the dcc and stores the directions/frames in the dcc struct
 * un-exported dcc.decodeDirection, it is only used in d2dcc
 * removed font interface from d2interface, we only have one font implementation
 * added `Renderer` method to d2interface.Surface, animations use this to bind to a renderer and create surfaces as they need
 * added `BindRenderer` method to animation interface

Notable changes in d2common/d2asset:
 * **d2asset.NewAssetManager only needs to be passed a d2config.Config**, it is decoupled from d2render
 * exported Animation
 * Animation implementation binds to the renderer to create surfaces only on the first time it is rendered
 * font, dcc, dc6 initialization logic moved out of asset_manager.go
 * for dc6 and dcc animations, the process of decoding and creating render surfaces has been broken into different methods
 * the d2asset.Font struct now stores font table data for initialization purposes

Notable changes in d2core/d2render:
 * Surfaces store a renderer reference, this allows animations to bind to the renderer and create a surface just-in-time

**These last changes should have been a separate PR, sorry.**
Notable changes in d2core/d2ui:
 * ui.NewSprite now handles creating an animation internally, only needs image and palette path as arguments

Notable Changes in d2game:
Because of the change in d2ui, all instances of this code pattern...
```golang
animation, err := screen.asset.LoadAnimation(imgPath, palettePath)
sprite, err := screen.ui.NewSprite(animation)
```
... becomes this ...
```golang
sprite, err := screen.ui.NewSprite(imgPath, palettePath)
```
2020-09-14 17:31:45 -04:00

147 lines
3.4 KiB
Go

package d2ui
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
// Checkbox represents a checkbox UI element
type Checkbox struct {
manager *UIManager
Image d2interface.Surface
checkedImage d2interface.Surface
x int
y int
width int
height int
onClick func()
checkState bool
visible bool
enabled bool
}
// NewCheckbox creates a new instance of a checkbox
func (ui *UIManager) NewCheckbox(checkState bool) *Checkbox {
result := &Checkbox{
checkState: checkState,
visible: true,
width: 0,
height: 0,
enabled: true,
}
checkboxSprite, _ := ui.NewSprite(d2resource.Checkbox, d2resource.PaletteFechar)
result.width, result.height, _ = checkboxSprite.GetFrameSize(0)
checkboxSprite.SetPosition(0, 0)
result.Image, _ = ui.renderer.NewSurface(result.width, result.height, d2enum.FilterNearest)
_ = checkboxSprite.RenderSegmented(result.Image, 1, 1, 0)
result.checkedImage, _ = ui.renderer.NewSurface(result.width, result.height, d2enum.FilterNearest)
_ = checkboxSprite.RenderSegmented(result.checkedImage, 1, 1, 1)
ui.addWidget(result)
return result
}
// bindManager binds the checkbox to the UI manager
func (v *Checkbox) bindManager(manager *UIManager) {
v.manager = manager
}
// Render renders the checkbox
func (v *Checkbox) Render(target d2interface.Surface) error {
target.PushTranslation(v.x, v.y)
defer target.Pop()
target.PushFilter(d2enum.FilterNearest)
defer target.Pop()
if v.checkState {
_ = target.Render(v.checkedImage)
} else {
_ = target.Render(v.Image)
}
return nil
}
// Advance does nothing for checkboxes
func (v *Checkbox) Advance(_ float64) error {
return nil
}
// GetEnabled returns the enabled state of the checkbox
func (v *Checkbox) GetEnabled() bool {
return v.enabled
}
// SetEnabled sets the enabled state of the checkbox
func (v *Checkbox) SetEnabled(enabled bool) {
v.enabled = enabled
}
// SetPressed does nothing for checkboxes
func (v *Checkbox) SetPressed(_ bool) {
}
// SetCheckState sets the check state of the checkbox
func (v *Checkbox) SetCheckState(checkState bool) {
v.checkState = checkState
}
// GetCheckState returns the check state of the checkbox
func (v *Checkbox) GetCheckState() bool {
return v.checkState
}
// GetPressed returns the pressed state of the checkbox
func (v *Checkbox) GetPressed() bool {
return v.checkState
}
// OnActivated sets the callback function of the click event for the checkbox
func (v *Checkbox) OnActivated(callback func()) {
v.onClick = callback
}
// Activate activates the checkbox
func (v *Checkbox) Activate() {
v.checkState = !v.checkState
if v.onClick == nil {
return
}
v.onClick()
}
// GetPosition returns the position of the checkbox
func (v *Checkbox) GetPosition() (x, y int) {
return v.x, v.y
}
// GetSize returns the size of the checkbox
func (v *Checkbox) GetSize() (width, height int) {
return v.width, v.height
}
// GetVisible returns the visibility state of the checkbox
func (v *Checkbox) GetVisible() bool {
return v.visible
}
// SetPosition sets the position of the checkbox
func (v *Checkbox) SetPosition(x, y int) {
v.x = x
v.y = y
}
// SetVisible sets the visibility of the checkbox
func (v *Checkbox) SetVisible(visible bool) {
v.visible = visible
}