mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-06 11:34:15 -04:00
* fixed lint errors in button.go * fixed lint errors in checkbox.go * Removed d2ui singleton, fixed nearly all lint errors - Changed `UI` struct to `UIManager`, removed singleton - UI element provider functions are now methods of the UI Manager - Screens now use the UI manager to create UI elements - game panels in d2player now use the UI Manager to create UI elements - Only the UI manager knows about "widgets"; calls to `d2ui.AddWidget` in Screen instances have been removed * changed ui element provider methods from `Create` to `New`
141 lines
3.8 KiB
Go
141 lines
3.8 KiB
Go
package d2ui
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import (
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"log"
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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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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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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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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.pressedWidget = nil
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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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_ = ui.inputManager.BindHandler(widget)
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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 && ui.contains(w, ui.CursorX, ui.CursorY) && w.GetVisible() && w.
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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.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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// 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.widgets {
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if ui.contains(w, 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 _, 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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// contains determines whether a given x,y coordinate lands within a Widget
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func (ui *UIManager) 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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// 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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_ = 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 (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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