package d2ui import ( "image" "image/color" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset" "github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource" "github.com/OpenDiablo2/OpenDiablo2/d2core/d2render" ) // ButtonType defines the type of button type ButtonType int const ( ButtonTypeWide ButtonType = 1 ButtonTypeMedium ButtonType = 2 ButtonTypeNarrow ButtonType = 3 ButtonTypeCancel ButtonType = 4 ButtonTypeTall ButtonType = 5 ButtonTypeShort ButtonType = 6 ButtonTypeOkCancel ButtonType = 7 // 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 ) // ButtonLayout defines the type of buttons type ButtonLayout struct { XSegments int //1 YSegments int // 1 ResourceName string // Font Name PaletteName string // PaletteType Toggleable bool // false BaseFrame int // 0 DisabledFrame int // -1 FontPath string // ResourcePaths.FontExocet10 ClickableRect *image.Rectangle // nil AllowFrameChange bool // true TextOffset int // 0 } // ButtonLayouts define the type of buttons you can have var ButtonLayouts = map[ButtonType]ButtonLayout{ ButtonTypeWide: {2, 1, d2resource.WideButtonBlank, d2resource.PaletteUnits, false, 0, -1, d2resource.FontExocet10, nil, true, 1}, ButtonTypeShort: {1, 1, d2resource.ShortButtonBlank, d2resource.PaletteUnits, false, 0, -1, d2resource.FontRediculous, nil, true, -1}, ButtonTypeMedium: {1, 1, d2resource.MediumButtonBlank, d2resource.PaletteUnits, false, 0, 0, d2resource.FontExocet10, nil, true, 0}, ButtonTypeTall: {1, 1, d2resource.TallButtonBlank, d2resource.PaletteUnits, false, 0, 0, d2resource.FontExocet10, nil, true, 5}, ButtonTypeOkCancel: {1, 1, d2resource.CancelButton, d2resource.PaletteUnits, false, 0, -1, d2resource.FontRediculous, nil, true, 0}, /* {eButtonType.Wide, new ButtonLayout { XSegments = 2, ResourceName = ResourcePaths.WideButtonBlank, PaletteName = PaletteDefs.Units } }, {eButtonType.Narrow, new ButtonLayout { ResourceName = ResourcePaths.NarrowButtonBlank, PaletteName = PaletteDefs.Units } }, {eButtonType.Cancel, new ButtonLayout { ResourceName = ResourcePaths.CancelButton, PaletteName = PaletteDefs.Units } }, // Minipanel {eButtonType.MinipanelCharacter, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 0 } }, {eButtonType.MinipanelInventory, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 2 } }, {eButtonType.MinipanelSkill, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 4 } }, {eButtonType.MinipanelAutomap, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 8 } }, {eButtonType.MinipanelMessage, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 10 } }, {eButtonType.MinipanelQuest, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 12 } }, {eButtonType.MinipanelMenu, new ButtonLayout { ResourceName = ResourcePaths.MinipanelButton, PaletteName = PaletteDefs.Units, BaseFrame = 14 } }, {eButtonType.SecondaryInvHand, new ButtonLayout { ResourceName = ResourcePaths.InventoryWeaponsTab, PaletteName = PaletteDefs.Units, ClickableRect = new Rectangle(0, 0, 0, 20), AllowFrameChange = false } }, {eButtonType.Run, new ButtonLayout { ResourceName = ResourcePaths.RunButton, PaletteName = PaletteDefs.Units, Toggleable = true } }, {eButtonType.Menu, new ButtonLayout { ResourceName = ResourcePaths.MenuButton, PaletteName = PaletteDefs.Units, Toggleable = true } }, {eButtonType.GoldCoin, new ButtonLayout { ResourceName = ResourcePaths.GoldCoinButton, PaletteName = PaletteDefs.Units } }, {eButtonType.Close, new ButtonLayout { ResourceName = ResourcePaths.SquareButton, PaletteName = PaletteDefs.Units, BaseFrame = 10 } }, {eButtonType.Skill, new ButtonLayout { ResourceName = ResourcePaths.AddSkillButton, PaletteName = PaletteDefs.Units, DisabledFrame = 2 */ } // Button defines a standard wide UI button type Button struct { enabled bool x, y int width, height int visible bool pressed bool toggled bool normalSurface d2render.Surface pressedSurface d2render.Surface toggledSurface d2render.Surface pressedToggledSurface d2render.Surface disabledSurface d2render.Surface buttonLayout ButtonLayout onClick func() } // CreateButton creates an instance of Button func CreateButton(buttonType ButtonType, text string) Button { result := Button{ width: 0, height: 0, visible: true, enabled: true, pressed: false, } buttonLayout := ButtonLayouts[buttonType] result.buttonLayout = buttonLayout font := GetFont(buttonLayout.FontPath, d2resource.PaletteUnits) animation, _ := d2asset.LoadAnimation(buttonLayout.ResourceName, buttonLayout.PaletteName) buttonSprite, _ := LoadSprite(animation) totalButtonTypes := buttonSprite.GetFrameCount() / (buttonLayout.XSegments * buttonLayout.YSegments) for i := 0; i < buttonLayout.XSegments; i++ { w, _, _ := buttonSprite.GetFrameSize(i) result.width += w } for i := 0; i < buttonLayout.YSegments; i++ { _, h, _ := buttonSprite.GetFrameSize(i * buttonLayout.YSegments) result.height += h } _, result.normalSurface = d2render.NewSurface(result.width, result.height, d2render.FilterNearest) _, fontHeight := font.GetTextMetrics(text) textY := (result.height / 2) - (fontHeight / 2) + buttonLayout.TextOffset buttonSprite.SetPosition(0, 0) buttonSprite.SetBlend(true) buttonSprite.RenderSegmented(result.normalSurface, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame) font.Render(0, textY, text, color.RGBA{R: 100, G: 100, B: 100, A: 255}, result.normalSurface) if buttonLayout.AllowFrameChange { if totalButtonTypes > 1 { _, result.pressedSurface = d2render.NewSurface(result.width, result.height, d2render.FilterNearest) buttonSprite.RenderSegmented(result.pressedSurface, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+1) font.Render(-2, textY+2, text, color.RGBA{R: 100, G: 100, B: 100, A: 255}, result.pressedSurface) } if totalButtonTypes > 2 { _, result.toggledSurface = d2render.NewSurface(result.width, result.height, d2render.FilterNearest) buttonSprite.RenderSegmented(result.toggledSurface, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+2) font.Render(0, textY, text, color.RGBA{R: 100, G: 100, B: 100, A: 255}, result.toggledSurface) } if totalButtonTypes > 3 { _, result.pressedToggledSurface = d2render.NewSurface(result.width, result.height, d2render.FilterNearest) buttonSprite.RenderSegmented(result.pressedToggledSurface, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.BaseFrame+3) font.Render(0, textY, text, color.RGBA{R: 100, G: 100, B: 100, A: 255}, result.pressedToggledSurface) } if buttonLayout.DisabledFrame != -1 { _, result.disabledSurface = d2render.NewSurface(result.width, result.height, d2render.FilterNearest) buttonSprite.RenderSegmented(result.disabledSurface, buttonLayout.XSegments, buttonLayout.YSegments, buttonLayout.DisabledFrame) font.Render(0, textY, text, color.RGBA{R: 100, G: 100, B: 100, A: 255}, result.disabledSurface) } } return result } // 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() { if v.onClick == nil { return } v.onClick() } // Render renders the button func (v *Button) Render(target d2render.Surface) { target.PushCompositeMode(d2render.CompositeModeSourceAtop) target.PushFilter(d2render.FilterNearest) target.PushTranslation(v.x, v.y) defer target.PopN(3) if !v.enabled { target.PushColor(color.RGBA{R: 128, G: 128, B: 128, A: 195}) defer target.Pop() target.Render(v.disabledSurface) } else if v.toggled && v.pressed { target.Render(v.pressedToggledSurface) } else if v.pressed { target.Render(v.pressedSurface) } else if v.toggled { target.Render(v.toggledSurface) } else { target.Render(v.normalSurface) } } func (v *Button) Advance(elapsed float64) { } // 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 } // GetSize returns the size of the button func (v *Button) GetSize() (int, 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 } // GetPressed returns the pressed state of the button func (v *Button) GetPressed() bool { return v.pressed } // SetPressed sets the pressed state of the button func (v *Button) SetPressed(pressed bool) { v.pressed = pressed }