* d2player/hud: Make minipanel button a real ui/button
* d2ui/button: Add implicit tooltips
for now it is only for close buttons.
* d2ui/frame: Add size caluclation
now frame.GetSize() returns meaningful values.
* d2ui/button: Add minipanel button types
* d2ui/hero_stats_panel: Fix cached image being way to big
* d2ui/widget_group: Fix widget groups size calculation
* d2ui/widget_group: Add debug rendering
* d2ui/widget_group: SetVisible() now sets the visibility of the group object
* d2player: Refactor mini_panel
we converted all elements to widgets. Thus rendering from game_controls
is no longer neccessary.
* d2ui/button: Add disabled color to layouts
* d2player/gamecontrols: temp hide minipanel when in esc menu
* d2ui/widget_group: Add OffsetPosition() method
* d2player/mini_panel: Implement moving of minipanel
this only occours when other panels are opened.
* d2player/minipanel: Fix inv/skilltree/char closebuttons
these would screw up the moving of the mini panel.
* Fix linter
* d2player/minipanel: Add tooltips to buttons
* d2player/skilltree: Fix icon rendering
* d2ui/skilltree: Don't render availSPLabel
this is handled by the ui_manager now.
* d2ui/custom_widget: Allow them to be cached into static images
* d2player/hero_stats_panel: Remove render() function from game_controls
all ui elements are now grouped into a WidgetGroup, thus rendering is
done by the ui manager.
* d2player/hero_stats_panel: Remove unnecessary widgets from struct
we don't need to store them in the HeroStatsPanel struct anymore as they
are completly handled by the uiManager.
* d2ui/widget_group: Remove priority member
this is already defined by the BaseWidget.
* d2ui/widget: Move uiManager.contains() to the baseWidgets
this method makes more sense on a widget anyways.
* d2ui/widget: Add methods to handle widget hovering
* d2ui/custom_widget: Require define width/height
since the custom render() method can do whatever, we need the user to specify
the width/height such that GetSize() calls are meaningful.
* d2ui/widget: Allow widgets to return the uiManager
* d2player/HUD: Refactor health/mana globe into its own widget
* d2player/hud: Refactor load()
seperate each type of loading into its own method.
* d2player/HUD: Move stamina/exp bar into widgets
* d2player/HUD: Refactor left/right skills into widget
* d2ui/custom_widget: cached custom widgets should use widget.x/y
since we render to an image, we use widget.x/y to position the cached
image.
* d2player/HUD: User cached custom widget for all static images
this simplifies error handling statements all over the ui code. Before
we had to write:
if err := foo.Render(target); err != nil {
return err
}
which simplifies now to foo.Render(target)
this allows us to groups screens together, such that they can be
de-/activated by de-/activating the group instead of every ui element by
hand.
Before we were deactivating buttons and stopped rendering to deactivate ui
elements. This tied the renderer to these elements.