OpenDiablo2/d2core/d2ui/button.go

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Go
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package d2ui
import (
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"fmt"
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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"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2gui"
)
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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
)
const (
greyAlpha100 = 0x646464_ff
lightGreyAlpha75 = 0x808080_c3
)
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// ButtonLayout defines the type of buttons
type ButtonLayout struct {
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ResourceName string
PaletteName string
FontPath string
XSegments int
YSegments int
BaseFrame int
DisabledFrame int
ClickableRect *image.Rectangle
TextOffset int
Toggleable bool
AllowFrameChange bool
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}
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
buttonOkCancelSegmentsX = 1
buttonOkCancelSegmentsY = 1
buttonOkCancelDisabledFrame = -1
buttonRunSegmentsX = 1
buttonRunSegmentsY = 1
buttonRunDisabledFrame = -1
pressedButtonOffset = 2
)
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func getButtonLayouts() map[ButtonType]ButtonLayout {
return map[ButtonType]ButtonLayout{
ButtonTypeWide: {
XSegments: buttonWideSegmentsX,
YSegments: buttonWideSegmentsY,
DisabledFrame: buttonWideDisabledFrame,
TextOffset: buttonWideTextOffset,
ResourceName: d2resource.WideButtonBlank,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontExocet10,
AllowFrameChange: true,
},
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ButtonTypeShort: {
XSegments: buttonShortSegmentsX,
YSegments: buttonShortSegmentsY,
DisabledFrame: buttonShortDisabledFrame,
TextOffset: buttonShortTextOffset,
ResourceName: d2resource.ShortButtonBlank,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontRediculous,
AllowFrameChange: true,
},
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ButtonTypeMedium: {
XSegments: buttonMediumSegmentsX,
YSegments: buttonMediumSegmentsY,
ResourceName: d2resource.MediumButtonBlank,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontExocet10,
AllowFrameChange: true,
},
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ButtonTypeTall: {
XSegments: buttonTallSegmentsX,
YSegments: buttonTallSegmentsY,
TextOffset: buttonTallTextOffset,
ResourceName: d2resource.TallButtonBlank,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontExocet10,
AllowFrameChange: true,
},
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ButtonTypeOkCancel: {
XSegments: buttonOkCancelSegmentsX,
YSegments: buttonOkCancelSegmentsY,
DisabledFrame: buttonOkCancelDisabledFrame,
ResourceName: d2resource.CancelButton,
PaletteName: d2resource.PaletteUnits,
FontPath: d2resource.FontRediculous,
AllowFrameChange: true,
},
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ButtonTypeRun: {
XSegments: buttonRunSegmentsX,
YSegments: buttonRunSegmentsY,
DisabledFrame: buttonRunDisabledFrame,
ResourceName: d2resource.RunButton,
PaletteName: d2resource.PaletteSky,
Toggleable: true,
FontPath: d2resource.FontRediculous,
AllowFrameChange: true,
},
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}
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}
var _ Widget = &Button{} // static check to ensure button implements widget
// Button defines a standard wide UI button
type Button struct {
manager *UIManager
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buttonLayout ButtonLayout
normalSurface d2interface.Surface
pressedSurface d2interface.Surface
toggledSurface d2interface.Surface
pressedToggledSurface d2interface.Surface
disabledSurface d2interface.Surface
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x int
y int
width int
height int
onClick func()
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enabled bool
visible bool
pressed bool
toggled bool
}
// NewButton creates an instance of Button
func (ui *UIManager) NewButton(buttonType ButtonType, text string) *Button {
btn := &Button{
width: 0,
height: 0,
visible: true,
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(greyAlpha100)
lbl.Alignment = d2gui.HorizontalAlignCenter
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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) ```
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buttonSprite, _ := ui.NewSprite(buttonLayout.ResourceName, buttonLayout.PaletteName)
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for i := 0; i < buttonLayout.XSegments; i++ {
w, _, _ := buttonSprite.GetFrameSize(i)
btn.width += w
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}
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for i := 0; i < buttonLayout.YSegments; i++ {
_, h, _ := buttonSprite.GetFrameSize(i * buttonLayout.YSegments)
btn.height += h
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}
btn.normalSurface, _ = ui.renderer.NewSurface(btn.width, btn.height, d2enum.FilterNearest)
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buttonSprite.SetPosition(0, 0)
buttonSprite.SetEffect(d2enum.DrawEffectModulate)
ui.addWidget(btn) // important that this comes before renderFrames!
btn.renderFrames(buttonSprite, &buttonLayout, lbl)
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return btn
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}
func (v *Button) renderFrames(btnSprite *Sprite, btnLayout *ButtonLayout, label *Label) {
totalButtonTypes := btnSprite.GetFrameCount() / (btnLayout.XSegments * btnLayout.YSegments)
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var err error
err = btnSprite.RenderSegmented(v.normalSurface, btnLayout.XSegments, btnLayout.YSegments, btnLayout.BaseFrame)
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if err != nil {
fmt.Printf("failed to render button normalSurface, err: %v\n", err)
}
_, labelHeight := label.GetSize()
textY := half(v.height - labelHeight)
xOffset := half(v.width)
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label.SetPosition(xOffset, textY)
label.Render(v.normalSurface)
if btnLayout.AllowFrameChange {
frameOffset := 0
xSeg, ySeg, baseFrame := btnLayout.XSegments, btnLayout.YSegments, btnLayout.BaseFrame
totalButtonTypes--
if totalButtonTypes > 0 { // button has more than one type
frameOffset++
v.pressedSurface, _ = v.manager.renderer.NewSurface(v.width, v.height,
d2enum.FilterNearest)
err = btnSprite.RenderSegmented(v.pressedSurface, xSeg, ySeg, baseFrame+frameOffset)
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if err != nil {
fmt.Printf("failed to render button pressedSurface, err: %v\n", err)
}
label.SetPosition(xOffset-pressedButtonOffset, textY+pressedButtonOffset)
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label.Render(v.pressedSurface)
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}
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totalButtonTypes--
if totalButtonTypes > 0 { // button has more than two types
frameOffset++
v.toggledSurface, _ = v.manager.renderer.NewSurface(v.width, v.height,
d2enum.FilterNearest)
err = btnSprite.RenderSegmented(v.pressedSurface, xSeg, ySeg, baseFrame+frameOffset)
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if err != nil {
fmt.Printf("failed to render button toggledSurface, err: %v\n", err)
}
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label.SetPosition(xOffset, textY)
label.Render(v.toggledSurface)
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}
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totalButtonTypes--
if totalButtonTypes > 0 { // button has more than three types
frameOffset++
v.pressedToggledSurface, _ = v.manager.renderer.NewSurface(v.width, v.height,
d2enum.FilterNearest)
err = btnSprite.RenderSegmented(v.pressedSurface, xSeg, ySeg, baseFrame+frameOffset)
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if err != nil {
fmt.Printf("failed to render button pressedToggledSurface, err: %v\n", err)
}
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label.SetPosition(xOffset, textY)
label.Render(v.pressedToggledSurface)
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}
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if btnLayout.DisabledFrame != -1 {
v.disabledSurface, _ = v.manager.renderer.NewSurface(v.width, v.height,
d2enum.FilterNearest)
err = btnSprite.RenderSegmented(v.disabledSurface, xSeg, ySeg, btnLayout.DisabledFrame)
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if err != nil {
fmt.Printf("failed to render button disabledSurface, err: %v\n", err)
}
label.SetPosition(xOffset, textY)
label.Render(v.disabledSurface)
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}
}
}
// bindManager binds the button to the UI manager
func (v *Button) bindManager(manager *UIManager) {
v.manager = manager
}
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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
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func (v *Button) Render(target d2interface.Surface) error {
target.PushFilter(d2enum.FilterNearest)
defer target.Pop()
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target.PushTranslation(v.x, v.y)
defer target.Pop()
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var err error
switch {
case !v.enabled:
target.PushColor(d2util.Color(lightGreyAlpha75))
defer target.Pop()
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err = target.Render(v.disabledSurface)
case v.toggled && v.pressed:
err = target.Render(v.pressedToggledSurface)
case v.pressed:
err = target.Render(v.pressedSurface)
case v.toggled:
err = target.Render(v.toggledSurface)
default:
err = target.Render(v.normalSurface)
}
if err != nil {
fmt.Printf("failed to render button surface, err: %v\n", err)
}
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return nil
}
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// Toggle negates the toggled state of the button
func (v *Button) Toggle() {
v.toggled = !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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// GetSize returns the size of the button
func (v *Button) GetSize() (width, height int) {
return v.width, v.height
}
// SetPosition moves the button
func (v *Button) SetPosition(x, y int) {
v.x = x
v.y = y
}
// GetPosition returns the location of the button
func (v *Button) GetPosition() (x, y int) {
return v.x, v.y
}
// GetVisible returns the visibility of the button
func (v *Button) GetVisible() bool {
return v.visible
}
// SetVisible sets the visibility of the button
func (v *Button) SetVisible(visible bool) {
v.visible = visible
}
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// GetPressed returns the pressed state of the button
func (v *Button) GetPressed() bool {
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return v.pressed
}
// SetPressed sets the pressed state of the button
func (v *Button) SetPressed(pressed bool) {
v.pressed = pressed
}
func half(n int) int {
return n / 2
}