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OpenDiablo2/d2core/d2ui/scrollbar.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

208 lines
4.8 KiB
Go

package d2ui
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
)
const (
scrollbarOffsetY = 30
halfScrollbarOffsetY = scrollbarOffsetY / 2
scrollbarSpriteOffsetY = 10
scrollbarFrameOffset = 4
scrollbarWidth = 10
)
// Scrollbar is a vertical slider ui element
type Scrollbar struct {
manager *UIManager
x, y, height int
visible bool
enabled bool
currentOffset int
maxOffset int
lastDirChange int
onActivate func()
scrollbarSprite *Sprite
}
// NewScrollbar creates a scrollbar instance
func (ui *UIManager) NewScrollbar(x, y, height int) *Scrollbar {
scrollbarSprite, _ := ui.NewSprite(d2resource.Scrollbar, d2resource.PaletteSky)
result := &Scrollbar{
visible: true,
enabled: true,
x: x,
y: y,
height: height,
scrollbarSprite: scrollbarSprite,
}
ui.addWidget(result)
return result
}
// GetEnabled returns whether or not the scrollbar is enabled
func (v *Scrollbar) GetEnabled() bool {
return v.enabled
}
// SetEnabled sets the enabled state
func (v *Scrollbar) SetEnabled(enabled bool) {
v.enabled = enabled
}
// SetPressed is not used by the scrollbar, but is present to satisfy the ui widget interface
func (v *Scrollbar) SetPressed(_ bool) {}
// GetPressed is not used by the scrollbar, but is present to satisfy the ui widget interface
func (v *Scrollbar) GetPressed() bool { return false }
// OnActivated sets the onActivate callback function for the scrollbar
func (v *Scrollbar) OnActivated(callback func()) {
v.onActivate = callback
}
func (v *Scrollbar) getBarPosition() int {
maxOffset := float32(v.maxOffset) * float32(v.height-scrollbarOffsetY)
return int(float32(v.currentOffset) / maxOffset)
}
// Activate will call the onActivate callback (if set)
func (v *Scrollbar) Activate() {
_, my := v.manager.CursorPosition()
barPosition := v.getBarPosition()
if my <= v.y+barPosition+halfScrollbarOffsetY {
if v.currentOffset > 0 {
v.currentOffset--
v.lastDirChange = -1
}
} else {
if v.currentOffset < v.maxOffset {
v.currentOffset++
v.lastDirChange = 1
}
}
if v.onActivate != nil {
v.onActivate()
}
}
// GetLastDirChange get the last direction change
func (v *Scrollbar) GetLastDirChange() int {
return v.lastDirChange
}
// Render renders the scrollbar to the given surface
func (v *Scrollbar) Render(target d2interface.Surface) error {
if !v.visible || v.maxOffset == 0 {
return nil
}
offset := 0
if !v.enabled {
offset = 2
}
v.scrollbarSprite.SetPosition(v.x, v.y)
if err := v.scrollbarSprite.RenderSegmented(target, 1, 1, 0+offset); err != nil {
return err
}
v.scrollbarSprite.SetPosition(v.x, v.y+v.height-scrollbarSpriteOffsetY) // what is the magic?
if err := v.scrollbarSprite.RenderSegmented(target, 1, 1, 1+offset); err != nil {
return err
}
if v.maxOffset == 0 || v.currentOffset < 0 || v.currentOffset > v.maxOffset {
return nil
}
v.scrollbarSprite.SetPosition(v.x, v.y+10+v.getBarPosition())
offset = scrollbarFrameOffset
if !v.enabled {
offset++
}
if err := v.scrollbarSprite.RenderSegmented(target, 1, 1, offset); err != nil {
return err
}
return nil
}
// bindManager binds the scrollbar to the UI manager
func (v *Scrollbar) bindManager(manager *UIManager) {
v.manager = manager
}
// Advance advances the scrollbar sprite
func (v *Scrollbar) Advance(elapsed float64) error {
return v.scrollbarSprite.Advance(elapsed)
}
// GetSize returns the scrollbar width and height
func (v *Scrollbar) GetSize() (width, height int) {
return scrollbarWidth, v.height
}
// SetPosition sets the scrollbar x,y position
func (v *Scrollbar) SetPosition(x, y int) {
v.x = x
v.y = y
}
// GetPosition returns the scrollbar x,y position
func (v *Scrollbar) GetPosition() (x, y int) {
return v.x, v.y
}
// GetVisible returns whether or not the scrollbar is visible
func (v *Scrollbar) GetVisible() bool {
return v.visible
}
// SetVisible sets the scrollbar visibility state
func (v *Scrollbar) SetVisible(visible bool) {
v.visible = visible
}
// SetMaxOffset sets the maximum offset of the scrollbar
func (v *Scrollbar) SetMaxOffset(maxOffset int) {
v.maxOffset = maxOffset
if v.maxOffset < 0 {
v.maxOffset = 0
}
if v.currentOffset > v.maxOffset {
v.currentOffset = v.maxOffset
}
if v.maxOffset == 0 {
v.currentOffset = 0
}
}
// SetCurrentOffset sets the scrollbar's current offset
func (v *Scrollbar) SetCurrentOffset(currentOffset int) {
v.currentOffset = currentOffset
}
// GetMaxOffset returns the max offset
func (v *Scrollbar) GetMaxOffset() int {
return v.maxOffset
}
// GetCurrentOffset gets the current max offset of the scrollbar
func (v *Scrollbar) GetCurrentOffset() int {
return v.currentOffset
}