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package d2ui
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import (
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"image"
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2helper"
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"github.com/OpenDiablo2/OpenDiablo2/d2data/d2datadict"
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"github.com/OpenDiablo2/OpenDiablo2/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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"github.com/hajimehoshi/ebiten"
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)
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// ButtonType defines the type of button
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type ButtonType int
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const (
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ButtonTypeWide ButtonType = 1
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ButtonTypeMedium ButtonType = 2
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ButtonTypeNarrow ButtonType = 3
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ButtonTypeCancel ButtonType = 4
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ButtonTypeTall ButtonType = 5
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ButtonTypeShort ButtonType = 6
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// Game UI
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ButtonTypeSkill ButtonType = 7
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ButtonTypeRun ButtonType = 8
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ButtonTypeMenu ButtonType = 9
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ButtonTypeGoldCoin ButtonType = 10
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ButtonTypeClose ButtonType = 11
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ButtonTypeSecondaryInvHand ButtonType = 12
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ButtonTypeMinipanelCharacter ButtonType = 13
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ButtonTypeMinipanelInventory ButtonType = 14
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ButtonTypeMinipanelSkill ButtonType = 15
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ButtonTypeMinipanelAutomap ButtonType = 16
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ButtonTypeMinipanelMessage ButtonType = 17
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ButtonTypeMinipanelQuest ButtonType = 18
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ButtonTypeMinipanelMen ButtonType = 19
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)
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// ButtonLayout defines the type of buttons
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type ButtonLayout struct {
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XSegments int //1
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YSegments int // 1
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ResourceName string // Font Name
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PaletteName d2enum.PaletteType // PaletteType
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Toggleable bool // false
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BaseFrame int // 0
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DisabledFrame int // -1
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FontPath string // ResourcePaths.FontExocet10
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ClickableRect *image.Rectangle // nil
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AllowFrameChange bool // true
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TextOffset int // 0
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}
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// ButtonLayouts define the type of buttons you can have
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var ButtonLayouts = map[ButtonType]ButtonLayout{
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ButtonTypeWide: {2, 1, d2resource.WideButtonBlank, d2enum.Units, false, 0, -1, d2resource.FontExocet10, nil, true, 1},
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ButtonTypeShort: {1, 1, d2resource.ShortButtonBlank, d2enum.Units, false, 0, -1, d2resource.FontRediculous, nil, true, -1},
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ButtonTypeMedium: {1, 1, d2resource.MediumButtonBlank, d2enum.Units, false, 0, 0, d2resource.FontExocet10, nil, true, 0},
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ButtonTypeTall: {1, 1, d2resource.TallButtonBlank, d2enum.Units, false, 0, 0, d2resource.FontExocet10, nil, true, 5},
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/*
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{eButtonType.Wide, new ButtonLayout { XSegments = 2, ResourceName = ResourcePaths.WideButtonBlank, PaletteName = PaletteDefs.Units } },
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{eButtonType.Narrow, new ButtonLayout { ResourceName = ResourcePaths.NarrowButtonBlank, PaletteName = PaletteDefs.Units } },
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{eButtonType.Cancel, new ButtonLayout { ResourceName = ResourcePaths.CancelButton, PaletteName = PaletteDefs.Units } },
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// Minipanel
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{eButtonType.MinipanelCharacter, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 0 } },
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{eButtonType.MinipanelInventory, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 2 } },
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{eButtonType.MinipanelSkill, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 4 } },
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{eButtonType.MinipanelAutomap, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 8 } },
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{eButtonType.MinipanelMessage, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 10 } },
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{eButtonType.MinipanelQuest, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 12 } },
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{eButtonType.MinipanelMenu, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 14 } },
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{eButtonType.SecondaryInvHand, new ButtonLayout { ResourceName = ResourcePaths.InventoryWeaponsTab, PaletteName = PaletteDefs.Units, ClickableRect = new Rectangle(0, 0, 0, 20), AllowFrameChange = false } },
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{eButtonType.Run, new ButtonLayout { ResourceName = ResourcePaths.RunButton, PaletteName = PaletteDefs.Units, Toggleable = true } },
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{eButtonType.Menu, new ButtonLayout { ResourceName = ResourcePaths.MenuButton, PaletteName = PaletteDefs.Units, Toggleable = true } },
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{eButtonType.GoldCoin, new ButtonLayout { ResourceName = ResourcePaths.GoldCoinButton, PaletteName = PaletteDefs.Units } },
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{eButtonType.Close, new ButtonLayout { ResourceName = ResourcePaths.SquareButton, PaletteName = PaletteDefs.Units, BaseFrame = 10 } },
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{eButtonType.Skill, new ButtonLayout { ResourceName = ResourcePaths.AddSkillButton, PaletteName = PaletteDefs.Units, DisabledFrame = 2
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*/
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}
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// Button defines a standard wide UI button
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type Button struct {
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enabled bool
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x, y int
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width, height uint32
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visible bool
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pressed bool
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toggled bool
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fileProvider d2interface.FileProvider
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normalImage *ebiten.Image
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pressedImage *ebiten.Image
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toggledImage *ebiten.Image
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pressedToggledImage *ebiten.Image
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disabledImage *ebiten.Image
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buttonLayout ButtonLayout
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onClick func()
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}
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// CreateButton creates an instance of Button
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func CreateButton(buttonType ButtonType, fileProvider d2interface.FileProvider, text string) Button {
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result := Button{
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fileProvider: fileProvider,
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width: 0,
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height: 0,
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visible: true,
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enabled: true,
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pressed: false,
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}
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buttonLayout := ButtonLayouts[buttonType]
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result.buttonLayout = buttonLayout
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font := GetFont(buttonLayout.FontPath, d2enum.Units, fileProvider)
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buttonSprite := d2render.CreateSprite(fileProvider.LoadFile(buttonLayout.ResourceName), d2datadict.Palettes[buttonLayout.PaletteName])
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totalButtonTypes := buttonSprite.GetTotalFrames() / (buttonLayout.XSegments * buttonLayout.YSegments)
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for i := 0; i < buttonLayout.XSegments; i++ {
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w, _ := buttonSprite.GetFrameSize(i)
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result.width += w
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}
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for i := 0; i < buttonLayout.YSegments; i++ {
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_, h := buttonSprite.GetFrameSize(i * buttonLayout.YSegments)
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result.height += h
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}
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result.normalImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest)
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_, fontHeight := font.GetTextMetrics(text)
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textY := int((result.height/2)-(fontHeight/2)) + buttonLayout.TextOffset
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buttonSprite.MoveTo(0, 0)
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buttonSprite.Blend = true
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buttonSprite.DrawSegments(result.normalImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame)
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font.Draw(0, textY, text, color.RGBA{100, 100, 100, 255}, result.normalImage)
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if buttonLayout.AllowFrameChange {
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if totalButtonTypes > 1 {
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result.pressedImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest)
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buttonSprite.DrawSegments(result.pressedImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+1)
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font.Draw(-2, textY+2, text, color.RGBA{100, 100, 100, 255}, result.pressedImage)
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}
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if totalButtonTypes > 2 {
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result.toggledImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest)
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buttonSprite.DrawSegments(result.toggledImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+2)
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font.Draw(0, textY, text, color.RGBA{100, 100, 100, 255}, result.toggledImage)
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}
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if totalButtonTypes > 3 {
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result.pressedToggledImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest)
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buttonSprite.DrawSegments(result.pressedToggledImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+3)
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font.Draw(0, textY, text, color.RGBA{100, 100, 100, 255}, result.pressedToggledImage)
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}
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if buttonLayout.DisabledFrame != -1 {
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result.disabledImage, _ = ebiten.NewImage(int(result.width), int(result.height), ebiten.FilterNearest)
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buttonSprite.DrawSegments(result.disabledImage, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.DisabledFrame)
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font.Draw(0, textY, text, color.RGBA{100, 100, 100, 255}, result.disabledImage)
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}
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}
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return result
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}
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// OnActivated defines the callback handler for the activate event
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func (v *Button) OnActivated(callback func()) {
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v.onClick = callback
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}
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// Activate calls the on activated callback handler, if any
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func (v Button) Activate() {
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if v.onClick == nil {
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return
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}
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v.onClick()
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}
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// Draw renders the button
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func (v Button) Draw(target *ebiten.Image) {
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opts := &ebiten.DrawImageOptions{
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CompositeMode: ebiten.CompositeModeSourceAtop,
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Filter: ebiten.FilterNearest,
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}
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opts.GeoM.Translate(float64(v.x), float64(v.y))
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if !v.enabled {
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//opts.CompositeMode = ebiten.CompositeModeLighter
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opts.ColorM = d2helper.ColorToColorM(color.RGBA{128, 128, 128, 195})
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target.DrawImage(v.disabledImage, opts)
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} else if v.toggled && v.pressed {
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target.DrawImage(v.pressedToggledImage, opts)
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} else if v.pressed {
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target.DrawImage(v.pressedImage, opts)
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} else if v.toggled {
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target.DrawImage(v.toggledImage, opts)
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} else {
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target.DrawImage(v.normalImage, opts)
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}
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}
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// GetEnabled returns the enabled state
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func (v Button) GetEnabled() bool {
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return v.enabled
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}
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// SetEnabled sets the enabled state
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func (v *Button) SetEnabled(enabled bool) {
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v.enabled = enabled
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}
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// GetSize returns the size of the button
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func (v Button) GetSize() (uint32, uint32) {
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return v.width, v.height
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}
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// MoveTo moves the button
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func (v *Button) MoveTo(x, y int) {
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v.x = x
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v.y = y
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}
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// GetLocation returns the location of the button
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func (v Button) GetLocation() (x, y int) {
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return v.x, v.y
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}
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// GetVisible returns the visibility of the button
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func (v Button) GetVisible() bool {
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return v.visible
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}
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// SetVisible sets the visibility of the button
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func (v *Button) SetVisible(visible bool) {
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v.visible = visible
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}
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// GetPressed returns the pressed state of the button
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func (v Button) GetPressed() bool {
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return v.pressed
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}
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// SetPressed sets the pressed state of the button
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func (v *Button) SetPressed(pressed bool) {
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v.pressed = pressed
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}
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