OpenDiablo2/d2core/d2ui/button.go

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package d2ui
import (
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"image"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
)
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// ButtonType defines the type of button
type ButtonType int
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// ButtonType constants
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const (
ButtonTypeWide ButtonType = 1
ButtonTypeMedium ButtonType = 2
ButtonTypeNarrow ButtonType = 3
ButtonTypeCancel ButtonType = 4
ButtonTypeTall ButtonType = 5
ButtonTypeShort ButtonType = 6
ButtonTypeOkCancel ButtonType = 7
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// Game UI
ButtonTypeSkill ButtonType = 7
ButtonTypeRun ButtonType = 8
ButtonTypeMenu ButtonType = 9
ButtonTypeGoldCoin ButtonType = 10
ButtonTypeClose ButtonType = 11
ButtonTypeSecondaryInvHand ButtonType = 12
ButtonTypeMinipanelCharacter ButtonType = 13
ButtonTypeMinipanelInventory ButtonType = 14
ButtonTypeMinipanelSkill ButtonType = 15
ButtonTypeMinipanelAutomap ButtonType = 16
ButtonTypeMinipanelMessage ButtonType = 17
ButtonTypeMinipanelQuest ButtonType = 18
ButtonTypeMinipanelMen ButtonType = 19
ButtonTypeSquareClose ButtonType = 20
ButtonTypeSquareOk ButtonType = 21
ButtonTypeSkillTreeTab ButtonType = 22
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ButtonTypeQuestDescr ButtonType = 23
ButtonTypeMinipanelOpenClose ButtonType = 24
ButtonTypeMinipanelParty ButtonType = 25
ButtonTypeBuy ButtonType = 26
ButtonTypeSell ButtonType = 27
ButtonTypeRepair ButtonType = 28
ButtonTypeRepairAll ButtonType = 29
ButtonTypeUpArrow ButtonType = 30
ButtonTypeDownArrow ButtonType = 31
ButtonTypeLeftArrow ButtonType = 32
ButtonTypeRightArrow ButtonType = 33
ButtonTypeQuery ButtonType = 34
ButtonTypeSquelchChat ButtonType = 35
ButtonTypeTabBlank ButtonType = 36
ButtonTypeBlankQuestBtn ButtonType = 37
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ButtonTypeAddSkill ButtonType = 38
ButtonNoFixedWidth int = -1
ButtonNoFixedHeight int = -1
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)
const (
buttonStatePressed = iota + 1
buttonStateToggled
buttonStatePressedToggled
)
const (
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buyButtonBaseFrame = 2 // base frame offset of the "buy" button dc6
sellButtonBaseFrame = 4 // base frame offset of the "sell" button dc6
repairButtonBaseFrame = 6 // base frame offset of the "repair" button dc6
queryButtonBaseFrame = 8 // base frame offset of the "query" button dc6
closeButtonBaseFrame = 10 // base frame offset of the "close" button dc6
leftArrowButtonBaseFrame = 12 // base frame offset of the "leftArrow" button dc6
rightArrowButtonBaseFrame = 14 // base frame offset of the "rightArrow" button dc6
okButtonBaseFrame = 16 // base frame offset of the "ok" button dc6
repairAllButtonBaseFrame = 18 // base frame offset of the "repair all" button dc6
squelchChatButtonBaseFrame = 20 // base frame offset of the "?" button dc6
)
const (
greyAlpha100 = 0x646464ff
lightGreyAlpha75 = 0x808080c3
whiteAlpha100 = 0xffffffff
)
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// ButtonLayout defines the type of buttons
type ButtonLayout struct {
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ResourceName string
PaletteName string
FontPath string
ClickableRect *image.Rectangle
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XSegments int
YSegments int
BaseFrame int
DisabledFrame int
DisabledColor uint32
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TextOffset int
FixedWidth int
FixedHeight int
LabelColor uint32
Toggleable bool
AllowFrameChange bool
HasImage bool
Tooltip int
TooltipXOffset int
TooltipYOffset int
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}
const (
buttonTooltipNone int = iota
buttonTooltipClose
buttonTooltipOk
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buttonTooltipBuy
buttonTooltipSell
buttonTooltipRepair
buttonTooltipRepairAll
buttonTooltipLeftArrow
buttonTooltipRightArrow
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buttonTooltipQuery
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buttonTooltipSquelchChat
)
const (
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buttonBuySellTooltipXOffset = 15
buttonBuySellTooltipYOffset = -2
)
const (
buttonWideSegmentsX = 2
buttonWideSegmentsY = 1
buttonWideDisabledFrame = -1
buttonWideTextOffset = 1
buttonShortSegmentsX = 1
buttonShortSegmentsY = 1
buttonShortDisabledFrame = -1
buttonShortTextOffset = -1
buttonMediumSegmentsX = 1
buttonMediumSegmentsY = 1
buttonTallSegmentsX = 1
buttonTallSegmentsY = 1
buttonTallTextOffset = 5
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buttonCancelSegmentsX = 1
buttonCancelSegmentsY = 1
buttonCancelTextOffset = 1
buttonOkCancelSegmentsX = 1
buttonOkCancelSegmentsY = 1
buttonOkCancelDisabledFrame = -1
buttonUpDownArrowSegmentsX = 1
buttonUpDownArrowSegmentsY = 1
buttonUpDownArrowDisabledFrame = -1
buttonUpArrowBaseFrame = 0
buttonDownArrowBaseFrame = 2
buttonBuySellSegmentsX = 1
buttonBuySellSegmentsY = 1
buttonBuySellDisabledFrame = 1
buttonSkillTreeTabXSegments = 1
buttonSkillTreeTabYSegments = 1
buttonSkillTreeTabDisabledFrame = 7
buttonSkillTreeTabBaseFrame = 7
buttonSkillTreeTabFixedWidth = 93
buttonSkillTreeTabFixedHeight = 107
buttonTabXSegments = 1
buttonTabYSegments = 1
buttonMinipanelOpenCloseBaseFrame = 0
buttonMinipanelXSegments = 1
buttonMinipanelYSegments = 1
blankQuestButtonXSegments = 1
blankQuestButtonYSegments = 1
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blankQuestButtonDisabledFrames = 0
buttonMinipanelCharacterBaseFrame = 0
buttonMinipanelInventoryBaseFrame = 2
buttonMinipanelSkilltreeBaseFrame = 4
buttonMinipanelPartyBaseFrame = 6
buttonMinipanelAutomapBaseFrame = 8
buttonMinipanelMessageBaseFrame = 10
buttonMinipanelQuestBaseFrame = 12
buttonMinipanelMenBaseFrame = 14
buttonRunSegmentsX = 1
buttonRunSegmentsY = 1
buttonRunDisabledFrame = -1
buttonGoldCoinSegmentsX = 1
buttonGoldCoinSegmentsY = 1
buttonGoldCoinDisabledFrame = -1
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buttonAddSkillSegmentsX = 1
buttonAddSkillSegmentsY = 1
buttonAddSkillDisabledFrame = 2
pressedButtonOffset = 2
)
// nolint:funlen // cant reduce
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func getButtonLayouts() map[ButtonType]ButtonLayout {
return map[ButtonType]ButtonLayout{
ButtonTypeWide: {
XSegments: buttonWideSegmentsX,
YSegments: buttonWideSegmentsY,
DisabledFrame: buttonWideDisabledFrame,
DisabledColor: lightGreyAlpha75,
TextOffset: buttonWideTextOffset,
ResourceName: d2resource.WideButtonBlank,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontExocet10,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
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ButtonTypeCancel: {
XSegments: buttonCancelSegmentsX,
YSegments: buttonCancelSegmentsY,
DisabledFrame: 0,
DisabledColor: lightGreyAlpha75,
TextOffset: buttonCancelTextOffset,
ResourceName: d2resource.CancelButton,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontExocet10,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
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ButtonTypeShort: {
XSegments: buttonShortSegmentsX,
YSegments: buttonShortSegmentsY,
DisabledFrame: buttonShortDisabledFrame,
DisabledColor: lightGreyAlpha75,
TextOffset: buttonShortTextOffset,
ResourceName: d2resource.ShortButtonBlank,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontRediculous,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
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ButtonTypeMedium: {
XSegments: buttonMediumSegmentsX,
YSegments: buttonMediumSegmentsY,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.MediumButtonBlank,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontExocet10,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
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ButtonTypeTall: {
XSegments: buttonTallSegmentsX,
YSegments: buttonTallSegmentsY,
TextOffset: buttonTallTextOffset,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.TallButtonBlank,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontExocet10,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
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ButtonTypeOkCancel: {
XSegments: buttonOkCancelSegmentsX,
YSegments: buttonOkCancelSegmentsY,
DisabledFrame: buttonOkCancelDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.CancelButton,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontRediculous,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
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ButtonTypeRun: {
XSegments: buttonRunSegmentsX,
YSegments: buttonRunSegmentsY,
DisabledFrame: buttonRunDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.RunButton,
PaletteName: d2resource.PaletteSky,
Toggleable: true,
FontPath: d2resource.FontRediculous,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeGoldCoin: {
XSegments: buttonGoldCoinSegmentsX,
YSegments: buttonGoldCoinSegmentsY,
DisabledFrame: buttonGoldCoinDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.GoldCoinButton,
PaletteName: d2resource.PaletteSky,
Toggleable: true,
FontPath: d2resource.FontRediculous,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeSquareClose: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: closeButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipClose,
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TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
ButtonTypeSquareOk: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: okButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipOk,
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TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
ButtonTypeBuy: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: buyButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipBuy,
TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
ButtonTypeSell: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: sellButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipSell,
TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
ButtonTypeRepair: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: repairButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipRepair,
TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
ButtonTypeRepairAll: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: repairAllButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipRepairAll,
TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
ButtonTypeUpArrow: {
XSegments: buttonUpDownArrowSegmentsX,
YSegments: buttonUpDownArrowSegmentsY,
DisabledFrame: buttonUpDownArrowDisabledFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonUpArrowBaseFrame,
ResourceName: d2resource.UpDownArrows,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
},
ButtonTypeDownArrow: {
XSegments: buttonUpDownArrowSegmentsX,
YSegments: buttonUpDownArrowSegmentsY,
DisabledFrame: buttonUpDownArrowDisabledFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonDownArrowBaseFrame,
ResourceName: d2resource.UpDownArrows,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
},
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ButtonTypeLeftArrow: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: leftArrowButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipLeftArrow,
TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
ButtonTypeRightArrow: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: rightArrowButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipRightArrow,
TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
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ButtonTypeQuery: {
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XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
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BaseFrame: queryButtonBaseFrame,
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HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
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Tooltip: buttonTooltipQuery,
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TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
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ButtonTypeSquelchChat: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.BuySellButton,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
BaseFrame: squelchChatButtonBaseFrame,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
Tooltip: buttonTooltipSquelchChat,
TooltipXOffset: buttonBuySellTooltipXOffset,
TooltipYOffset: buttonBuySellTooltipYOffset,
},
ButtonTypeQuestDescr: {
XSegments: buttonBuySellSegmentsX,
YSegments: buttonBuySellSegmentsY,
DisabledFrame: buttonBuySellDisabledFrame,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.QuestLogQDescrBtn,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeTabBlank: {
XSegments: buttonTabXSegments,
YSegments: buttonTabYSegments,
DisabledFrame: 0,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.WPTabs,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: false,
HasImage: false,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeBlankQuestBtn: {
XSegments: blankQuestButtonXSegments,
YSegments: blankQuestButtonYSegments,
DisabledFrame: blankQuestButtonDisabledFrames,
DisabledColor: lightGreyAlpha75,
ResourceName: d2resource.QuestLogDone,
PaletteName: d2resource.PaletteUnits,
Toggleable: true,
FontPath: d2resource.Font30,
AllowFrameChange: false,
HasImage: false,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: greyAlpha100,
},
ButtonTypeSkillTreeTab: {
XSegments: buttonSkillTreeTabXSegments,
YSegments: buttonSkillTreeTabYSegments,
DisabledFrame: buttonSkillTreeTabDisabledFrame,
DisabledColor: lightGreyAlpha75,
BaseFrame: buttonSkillTreeTabBaseFrame,
ResourceName: d2resource.SkillsPanelAmazon,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: false,
HasImage: false,
FixedWidth: buttonSkillTreeTabFixedWidth,
FixedHeight: buttonSkillTreeTabFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelOpenClose: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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DisabledFrame: buttonMinipanelOpenCloseBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelOpenCloseBaseFrame,
ResourceName: d2resource.MenuButton,
PaletteName: d2resource.PaletteSky,
Toggleable: true,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelCharacter: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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DisabledFrame: buttonMinipanelCharacterBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelCharacterBaseFrame,
ResourceName: d2resource.MinipanelButton,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelInventory: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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DisabledFrame: buttonMinipanelInventoryBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelInventoryBaseFrame,
ResourceName: d2resource.MinipanelButton,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelSkill: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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DisabledFrame: buttonMinipanelSkilltreeBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelSkilltreeBaseFrame,
ResourceName: d2resource.MinipanelButton,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelParty: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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DisabledFrame: buttonMinipanelPartyBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelPartyBaseFrame,
ResourceName: d2resource.MinipanelButton,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelAutomap: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
2020-11-21 10:35:32 +00:00
DisabledFrame: buttonMinipanelAutomapBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelAutomapBaseFrame,
ResourceName: d2resource.MinipanelButton,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelMessage: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
2020-11-21 10:35:32 +00:00
DisabledFrame: buttonMinipanelMessageBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelMessageBaseFrame,
ResourceName: d2resource.MinipanelButton,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelQuest: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
2020-11-21 10:35:32 +00:00
DisabledFrame: buttonMinipanelQuestBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelQuestBaseFrame,
ResourceName: d2resource.MinipanelButton,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
ButtonTypeMinipanelMen: {
XSegments: buttonMinipanelXSegments,
YSegments: buttonMinipanelYSegments,
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
2020-11-21 10:35:32 +00:00
DisabledFrame: buttonMinipanelMenBaseFrame,
DisabledColor: whiteAlpha100,
BaseFrame: buttonMinipanelMenBaseFrame,
ResourceName: d2resource.MinipanelButton,
PaletteName: d2resource.PaletteSky,
Toggleable: false,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
LabelColor: whiteAlpha100,
},
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ButtonTypeAddSkill: {
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XSegments: buttonAddSkillSegmentsX,
YSegments: buttonAddSkillSegmentsY,
DisabledFrame: buttonAddSkillDisabledFrame,
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DisabledColor: whiteAlpha100,
ResourceName: d2resource.AddSkillButton,
PaletteName: d2resource.PaletteSky,
Toggleable: true,
FontPath: d2resource.Font16,
AllowFrameChange: true,
HasImage: true,
FixedWidth: ButtonNoFixedWidth,
FixedHeight: ButtonNoFixedHeight,
},
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}
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}
// static check to ensure button implements clickable widget
var _ ClickableWidget = &Button{}
// Button defines a standard wide UI button
type Button struct {
*BaseWidget
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buttonLayout ButtonLayout
normalSurface d2interface.Surface
pressedSurface d2interface.Surface
toggledSurface d2interface.Surface
pressedToggledSurface d2interface.Surface
disabledSurface d2interface.Surface
onClick func()
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enabled bool
pressed bool
toggled bool
tooltip *Tooltip
}
// NewButton creates an instance of Button
func (ui *UIManager) NewButton(buttonType ButtonType, text string) *Button {
base := NewBaseWidget(ui)
base.SetVisible(true)
btn := &Button{
BaseWidget: base,
enabled: true,
pressed: false,
}
buttonLayout := getButtonLayouts()[buttonType]
btn.buttonLayout = buttonLayout
lbl := ui.NewLabel(buttonLayout.FontPath, d2resource.PaletteUnits)
lbl.SetText(text)
lbl.Color[0] = d2util.Color(buttonLayout.LabelColor)
lbl.Alignment = HorizontalAlignCenter
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buttonSprite, err := ui.NewSprite(buttonLayout.ResourceName, buttonLayout.PaletteName)
if err != nil {
ui.Error(err.Error())
return nil
}
if buttonLayout.FixedWidth > 0 {
btn.width = buttonLayout.FixedWidth
} else {
for i := 0; i < buttonLayout.XSegments; i++ {
w, _, frameSizeErr := buttonSprite.GetFrameSize(i)
if frameSizeErr != nil {
ui.Error(frameSizeErr.Error())
return nil
}
btn.width += w
}
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}
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if buttonLayout.FixedHeight > 0 {
btn.height = buttonLayout.FixedHeight
} else {
for i := 0; i < buttonLayout.YSegments; i++ {
_, h, frameSizeErr := buttonSprite.GetFrameSize(i * buttonLayout.YSegments)
if frameSizeErr != nil {
ui.Error(frameSizeErr.Error())
return nil
}
btn.height += h
}
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}
btn.normalSurface = ui.renderer.NewSurface(btn.width, btn.height)
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buttonSprite.SetPosition(0, 0)
buttonSprite.SetEffect(d2enum.DrawEffectModulate)
btn.createTooltip()
ui.addWidget(btn) // important that this comes before prerenderStates!
btn.prerenderStates(buttonSprite, &buttonLayout, lbl)
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return btn
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}
type buttonStateDescriptor struct {
baseFrame int
offsetX, offsetY int
prerenderdestination *d2interface.Surface
fmtErr string
}
func (v *Button) createTooltip() {
var t *Tooltip
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switch v.buttonLayout.Tooltip {
case buttonTooltipNone:
return
case buttonTooltipClose:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateString("strClose"))
case buttonTooltipOk:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateLabel(d2enum.OKLabel))
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case buttonTooltipBuy:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateString("NPCPurchaseItems"))
case buttonTooltipSell:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateString("NPCSellItems"))
case buttonTooltipRepair:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateString("NPCRepairItems"))
case buttonTooltipRepairAll:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateLabel(d2enum.RepairAll))
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case buttonTooltipLeftArrow:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateString("KeyLeft"))
case buttonTooltipRightArrow:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateString("KeyRight"))
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case buttonTooltipQuery:
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t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateString("")) // need to be set up
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case buttonTooltipSquelchChat:
t = v.manager.NewTooltip(d2resource.Font16, d2resource.PaletteSky, TooltipXCenter, TooltipYBottom)
t.SetText(v.manager.asset.TranslateString("strParty19")) // need to be verivied
}
t.SetVisible(false)
v.SetTooltip(t)
}
func (v *Button) prerenderStates(btnSprite *Sprite, btnLayout *ButtonLayout, label *Label) {
numButtonStates := btnSprite.GetFrameCount() / (btnLayout.XSegments * btnLayout.YSegments)
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// buttons always have a base image
if v.buttonLayout.HasImage {
btnSprite.RenderSegmented(v.normalSurface, btnLayout.XSegments,
btnLayout.YSegments, btnLayout.BaseFrame)
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}
_, labelHeight := label.GetSize()
textY := half(v.height - labelHeight)
xOffset := half(v.width)
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label.SetPosition(xOffset, textY)
label.Render(v.normalSurface)
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if !btnLayout.AllowFrameChange {
return
}
xSeg, ySeg, baseFrame := btnLayout.XSegments, btnLayout.YSegments, btnLayout.BaseFrame
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buttonStateConfigs := make([]*buttonStateDescriptor, 0)
// pressed button
if numButtonStates > buttonStatePressed {
state := &buttonStateDescriptor{
baseFrame + buttonStatePressed,
xOffset - pressedButtonOffset, textY + pressedButtonOffset,
&v.pressedSurface,
"failed to render button pressedSurface, err: %v\n",
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}
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buttonStateConfigs = append(buttonStateConfigs, state)
}
// toggle button
if numButtonStates > buttonStateToggled {
buttonStateConfigs = append(buttonStateConfigs, &buttonStateDescriptor{
baseFrame + buttonStateToggled,
xOffset, textY,
&v.toggledSurface,
"failed to render button toggledSurface, err: %v\n",
})
}
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// pressed+toggled
if numButtonStates > buttonStatePressedToggled {
buttonStateConfigs = append(buttonStateConfigs, &buttonStateDescriptor{
baseFrame + buttonStatePressedToggled,
xOffset, textY,
&v.pressedToggledSurface,
"failed to render button pressedToggledSurface, err: %v\n",
})
}
// disabled button
if btnLayout.DisabledFrame != -1 {
disabledState := &buttonStateDescriptor{
btnLayout.DisabledFrame,
xOffset, textY,
&v.disabledSurface,
"failed to render button disabledSurface, err: %v\n",
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}
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buttonStateConfigs = append(buttonStateConfigs, disabledState)
}
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for stateIdx, w, h := 0, v.width, v.height; stateIdx < len(buttonStateConfigs); stateIdx++ {
state := buttonStateConfigs[stateIdx]
if stateIdx > 1 && btnLayout.ResourceName == d2resource.BuySellButton {
// Without returning early, the button UI gets all subsequent (unrelated) frames
// stacked on top. Only 2 frames from this sprite are applicable to the button
// in question. The presentation is incorrect without this hack!
continue
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}
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surface := v.manager.renderer.NewSurface(w, h)
*state.prerenderdestination = surface
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btnSprite.RenderSegmented(*state.prerenderdestination, xSeg, ySeg, state.baseFrame)
label.SetPosition(state.offsetX, state.offsetY)
label.Render(*state.prerenderdestination)
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}
}
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// OnActivated defines the callback handler for the activate event
func (v *Button) OnActivated(callback func()) {
v.onClick = callback
}
// Activate calls the on activated callback handler, if any
func (v *Button) Activate() {
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if v.onClick == nil {
return
}
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v.onClick()
}
// Render renders the button
func (v *Button) Render(target d2interface.Surface) {
target.PushFilter(d2enum.FilterNearest)
defer target.Pop()
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target.PushTranslation(v.x, v.y)
defer target.Pop()
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switch {
case !v.enabled:
target.PushColor(d2util.Color(v.buttonLayout.DisabledColor))
defer target.Pop()
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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if v.toggled {
target.Render(v.toggledSurface)
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} else if v.buttonLayout.HasImage { // it allows to use SetEnabled(false) for non-image budons
target.Render(v.disabledSurface)
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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}
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case v.toggled && v.pressed:
target.Render(v.pressedToggledSurface)
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case v.pressed:
if v.buttonLayout.AllowFrameChange {
target.Render(v.pressedSurface)
} else {
target.Render(v.normalSurface)
}
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case v.toggled:
target.Render(v.toggledSurface)
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default:
target.Render(v.normalSurface)
}
}
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// Toggle negates the toggled state of the button
func (v *Button) Toggle() {
v.toggled = !v.toggled
}
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
2020-11-21 10:35:32 +00:00
// GetToggled returns the toggled state of the button
func (v *Button) GetToggled() bool {
return v.toggled
}
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// Advance advances the button state
func (v *Button) Advance(_ float64) error {
return nil
}
// GetEnabled returns the enabled state
func (v *Button) GetEnabled() bool {
return v.enabled
}
// SetEnabled sets the enabled state
func (v *Button) SetEnabled(enabled bool) {
v.enabled = enabled
}
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// GetPressed returns the pressed state of the button
func (v *Button) GetPressed() bool {
2019-10-26 03:41:54 +00:00
return v.pressed
}
// SetPressed sets the pressed state of the button
func (v *Button) SetPressed(pressed bool) {
v.pressed = pressed
}
// SetVisible sets the pressed state of the button
func (v *Button) SetVisible(visible bool) {
v.BaseWidget.SetVisible(visible)
if v.isHovered() && !visible {
v.hoverEnd()
}
}
// SetPosition sets the position of the widget
func (v *Button) SetPosition(x, y int) {
v.BaseWidget.SetPosition(x, y)
if v.buttonLayout.Tooltip != buttonTooltipNone {
v.tooltip.SetPosition(x+v.buttonLayout.TooltipXOffset, y+v.buttonLayout.TooltipYOffset)
}
}
// SetTooltip adds a tooltip to the button
func (v *Button) SetTooltip(t *Tooltip) {
v.tooltip = t
Ui hud polishing (#938) * d2ui/tooltip: Make it invisible by default * d2ui/button: Add GetToggled() method * d2player/HUD: Add tooltip for minipanel button * d2ui/button: Add disabled frame to minipanel buttons * d2ui/widget_group: Add SetEnable method for clickable widgets * d2player/mini_panel: move menu button here from HUD * d2ui/button: toggled buttons take preference over disabled buttons * d2player/help_overlay: Make panel only use widgets * d2player/hud: Group most widgets into widget group * d2ui/custom_widget: Allow tooltip to be attached * d2player/hud: Attach staminaBar tooltip to staminaBar * d2player/hud: Attach experienceBar tooltip to experienceBar widget * d2ui/ui_manager: Always draw tooltips last * d2player/help_overlay: It should be drawn over the HUD * d2player/globeWidget: Move tooltip here from HUD * d2core/tooltip: Automatically add tooltips to the uiManager * d2core/ui_manager: Remove special handling of widgetGroups for rendering * d2player/help_overlay: Add button to widget group * d2player/hud: Attack runwalk tooltip to button * d2player/mini_panel: Add panelButton to its own widget group * d2core/widget_group: When a clickable is added, it's also added to uiManager * d2player/globeWidget: make tooltip un/lock on click * d2player/hud: Add runbutton to widget group * d2player/mini_panel: Add group for tooltips this allows us to move the tooltip with the panelbuttons. They can't be in the general panelGroup as they would all become visible when the panel is opened. * d2core/button: Remove debug log when a button with tooltip is hovered
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v.OnHoverStart(func() { v.tooltip.SetVisible(true) })
v.OnHoverEnd(func() { v.tooltip.SetVisible(false) })
}
func half(n int) int {
return n / 2
}