mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-18 02:16:23 -05:00
0a78a1adcc
The split between d2ui and d2asset Font version caused incorrect caching between the two. After looking at d2interface.Font, I saw the d2asset was the most recent and more tightly and cleanly packaged. I therefore removed the old d2ui.Font and embedded the d2asset version in the d2ui.Label and d2ui.Button. Looking at the code of d2ui, it would be logical to completly swap it for their d2gui version. But at least for the moment, the d2ui.Button as more functionality since it embeds a Label (instead of a font), and this label now has multiline horizontal alignement.
133 lines
2.9 KiB
Go
133 lines
2.9 KiB
Go
package d2gui
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import (
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"errors"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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)
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type buttonState int
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const (
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buttonStateDefault buttonState = iota
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buttonStatePressed
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buttonStateToggled
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buttonStatePressedToggled
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)
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// Button is a user actionable drawable toggle switch
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type Button struct {
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widgetBase
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width int
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height int
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state buttonState
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surfaces []d2interface.Surface
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}
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func createButton(renderer d2interface.Renderer, text string, buttonStyle ButtonStyle) (*Button, error) {
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config, ok := buttonStyleConfigs[buttonStyle]
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if !ok {
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return nil, errors.New("invalid button style")
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}
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animation, err := d2asset.LoadAnimation(config.animationPath, config.palettePath)
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if err != nil {
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return nil, err
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}
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var buttonWidth int
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for i := 0; i < config.segmentsX; i++ {
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w, _, err := animation.GetFrameSize(i)
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if err != nil {
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return nil, err
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}
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buttonWidth += w
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}
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var buttonHeight int
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for i := 0; i < config.segmentsY; i++ {
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_, h, err := animation.GetFrameSize(i * config.segmentsY)
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if err != nil {
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return nil, err
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}
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buttonHeight += h
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}
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font, err := loadFont(config.fontStyle)
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if err != nil {
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return nil, err
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}
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textColor := color.RGBA{R: 0x64, G: 0x64, B: 0x64, A: 0xff}
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textWidth, textHeight := font.GetTextMetrics(text)
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textX := buttonWidth/2 - textWidth/2
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textY := buttonHeight/2 - textHeight/2 + config.textOffset
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surfaceCount := animation.GetFrameCount() / (config.segmentsX * config.segmentsY)
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surfaces := make([]d2interface.Surface, surfaceCount)
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for i := 0; i < surfaceCount; i++ {
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surface, err := renderer.NewSurface(buttonWidth, buttonHeight, d2enum.FilterNearest)
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if err != nil {
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return nil, err
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}
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if err := renderSegmented(animation, config.segmentsX, config.segmentsY, i, surface); err != nil {
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return nil, err
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}
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font.SetColor(textColor)
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var textOffsetX, textOffsetY int
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switch buttonState(i) {
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case buttonStatePressed, buttonStatePressedToggled:
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textOffsetX = -2
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textOffsetY = 2
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}
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surface.PushTranslation(textX+textOffsetX, textY+textOffsetY)
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err = font.RenderText(text, surface)
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surface.Pop()
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if err != nil {
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return nil, err
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}
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surfaces[i] = surface
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}
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button := &Button{width: buttonWidth, height: buttonHeight, surfaces: surfaces}
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button.SetVisible(true)
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return button, nil
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}
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func (b *Button) onMouseButtonDown(event d2interface.MouseEvent) bool {
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b.state = buttonStatePressed
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return false
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}
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func (b *Button) onMouseButtonUp(event d2interface.MouseEvent) bool {
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b.state = buttonStateDefault
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return false
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}
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func (b *Button) onMouseLeave(event d2interface.MouseMoveEvent) bool {
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b.state = buttonStateDefault
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return false
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}
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func (b *Button) render(target d2interface.Surface) error {
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return target.Render(b.surfaces[b.state])
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}
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func (b *Button) getSize() (int, int) {
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return b.width, b.height
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}
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