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https://github.com/OpenDiablo2/OpenDiablo2
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ba5ea334cc
* d2player/hud: Make minipanel button a real ui/button * d2ui/button: Add implicit tooltips for now it is only for close buttons. * d2ui/frame: Add size caluclation now frame.GetSize() returns meaningful values. * d2ui/button: Add minipanel button types * d2ui/hero_stats_panel: Fix cached image being way to big * d2ui/widget_group: Fix widget groups size calculation * d2ui/widget_group: Add debug rendering * d2ui/widget_group: SetVisible() now sets the visibility of the group object * d2player: Refactor mini_panel we converted all elements to widgets. Thus rendering from game_controls is no longer neccessary. * d2ui/button: Add disabled color to layouts * d2player/gamecontrols: temp hide minipanel when in esc menu * d2ui/widget_group: Add OffsetPosition() method * d2player/mini_panel: Implement moving of minipanel this only occours when other panels are opened. * d2player/minipanel: Fix inv/skilltree/char closebuttons these would screw up the moving of the mini panel. * Fix linter * d2player/minipanel: Add tooltips to buttons * d2player/skilltree: Fix icon rendering
130 lines
2.8 KiB
Go
130 lines
2.8 KiB
Go
package d2ui
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import (
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"image/color"
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"sort"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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)
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const widgetGroupDebug = false // turns on debug rendering stuff for groups
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// static check that WidgetGroup implements widget
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var _ Widget = &WidgetGroup{}
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// WidgetGroup allows the grouping of widgets to apply actions to all
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// widgets at once.
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type WidgetGroup struct {
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*BaseWidget
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entries []Widget
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}
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// NewWidgetGroup creates a new widget group
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func (ui *UIManager) NewWidgetGroup(priority RenderPriority) *WidgetGroup {
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base := NewBaseWidget(ui)
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base.SetRenderPriority(priority)
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group := &WidgetGroup{
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BaseWidget: base,
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}
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ui.addWidgetGroup(group)
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return group
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}
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// AddWidget adds a widget to the group
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func (wg *WidgetGroup) AddWidget(w Widget) {
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wg.adjustSize(w)
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wg.entries = append(wg.entries, w)
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sort.SliceStable(wg.entries, func(i, j int) bool {
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return wg.entries[i].GetRenderPriority() < wg.entries[j].GetRenderPriority()
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})
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}
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// adjustSize recalculates the bounding box if a new widget is added
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func (wg *WidgetGroup) adjustSize(w Widget) {
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x, y := w.GetPosition()
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width, height := w.GetSize()
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if x+width > wg.x+wg.width {
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wg.width += (x + width) - (wg.x + wg.width)
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}
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if wg.x > x {
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wg.width += wg.x - x
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wg.x = x
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}
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if y+height > wg.y+wg.height {
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wg.height += (y + height) - (wg.y + wg.height)
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}
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if wg.y > y {
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wg.height += wg.y - y
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wg.y = y
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}
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}
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// Advance is a no-op here
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func (wg *WidgetGroup) Advance(elapsed float64) error {
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// No-op
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return nil
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}
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// Render draw the widgets to the screen
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func (wg *WidgetGroup) Render(target d2interface.Surface) {
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for _, entry := range wg.entries {
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if entry.GetVisible() {
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entry.Render(target)
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}
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}
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if widgetGroupDebug && wg.GetVisible() {
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wg.renderDebug(target)
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}
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}
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func (wg *WidgetGroup) renderDebug(target d2interface.Surface) {
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target.PushTranslation(wg.GetPosition())
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defer target.Pop()
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target.DrawLine(wg.width, 0, color.White)
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target.DrawLine(0, wg.height, color.White)
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target.PushTranslation(wg.width, wg.height)
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target.DrawLine(-wg.width, 0, color.White)
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target.DrawLine(0, -wg.height, color.White)
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target.Pop()
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}
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// SetVisible sets the visibility of all widgets in the group
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func (wg *WidgetGroup) SetVisible(visible bool) {
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wg.BaseWidget.SetVisible(visible)
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for _, entry := range wg.entries {
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entry.SetVisible(visible)
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}
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}
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// OffsetPosition moves all widgets by x and y
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func (wg *WidgetGroup) OffsetPosition(x, y int) {
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wg.BaseWidget.OffsetPosition(x, y)
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for _, entry := range wg.entries {
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entry.OffsetPosition(x, y)
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}
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}
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// OnMouseMove handles mouse move events
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func (wg *WidgetGroup) OnMouseMove(x, y int) {
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for _, entry := range wg.entries {
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if entry.Contains(x, y) && entry.GetVisible() {
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if !entry.isHovered() {
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entry.hoverStart()
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}
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} else if entry.isHovered() {
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entry.hoverEnd()
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}
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}
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}
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