OpenDiablo2/d2core/d2ui/switchable_button.go

158 lines
3.5 KiB
Go

package d2ui
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
)
// static check if SwitchableButton implemented widget
var _ Widget = &SwitchableButton{}
// SwitchableButton represents switchable button widget
type SwitchableButton struct {
*BaseWidget
active *Button
inactive *Button
onActivate func()
onDeactivate func()
state bool
}
// NewSwitchableButton creates new switchable button
func (ui *UIManager) NewSwitchableButton(active, inactive *Button, state bool) *SwitchableButton {
base := NewBaseWidget(ui)
sbtn := &SwitchableButton{
BaseWidget: base,
active: active,
inactive: inactive,
state: state,
}
sbtn.bindManager(ui)
sbtn.SetVisible(false)
sbtn.OnActivated(func() {})
sbtn.OnDeactivated(func() {})
ui.addWidget(sbtn)
return sbtn
}
// SetVisible sets widget's visibility
func (sbtn *SwitchableButton) SetVisible(visible bool) {
if !visible {
sbtn.active.SetVisible(false)
sbtn.inactive.SetVisible(false)
return
}
if sbtn.state {
sbtn.active.SetVisible(true)
sbtn.inactive.SetVisible(false)
} else {
sbtn.active.SetVisible(false)
sbtn.inactive.SetVisible(true)
}
}
// OnActivated sets onActivate callback
func (sbtn *SwitchableButton) OnActivated(cb func()) {
sbtn.active.OnActivated(func() {
cb()
sbtn.state = false
sbtn.SetVisible(sbtn.GetVisible())
})
}
// Activate switches widget into active state
func (sbtn *SwitchableButton) Activate() {
sbtn.onActivate()
}
// OnDeactivated sets onDeactivate callback
func (sbtn *SwitchableButton) OnDeactivated(cb func()) {
sbtn.inactive.OnActivated(func() {
cb()
sbtn.state = true
sbtn.SetVisible(sbtn.GetVisible())
})
}
// Deactivate switch widget to inactive state
func (sbtn *SwitchableButton) Deactivate() {
sbtn.onDeactivate()
}
// SetState sets button's state
func (sbtn *SwitchableButton) SetState(state bool) {
sbtn.state = state
sbtn.SetVisible(sbtn.GetVisible())
}
// SetActiveTooltip sets tooltip of active button's
func (sbtn *SwitchableButton) SetActiveTooltip(tooltip *Tooltip) {
sbtn.active.SetTooltip(tooltip)
}
// SetInactiveTooltip sets tooltip of inactive button's
func (sbtn *SwitchableButton) SetInactiveTooltip(tooltip *Tooltip) {
sbtn.inactive.SetTooltip(tooltip)
}
// SetPosition sets widget's position
func (sbtn *SwitchableButton) SetPosition(x, y int) {
sbtn.BaseWidget.SetPosition(x, y)
sbtn.active.SetPosition(x, y)
sbtn.inactive.SetPosition(x, y)
}
// GetSize returns current button's size
func (sbtn *SwitchableButton) GetSize() (x, y int) {
if sbtn.state {
x, y = sbtn.active.GetSize()
} else {
x, y = sbtn.inactive.GetSize()
}
return x, y
}
// SetEnabled sets button's enabled
func (sbtn *SwitchableButton) SetEnabled(enabled bool) {
sbtn.active.SetEnabled(enabled)
sbtn.inactive.SetEnabled(enabled)
}
// GetEnabled returns true if current switcher position is enabled
func (sbtn *SwitchableButton) GetEnabled() bool {
if sbtn.state {
return sbtn.active.GetEnabled()
}
return sbtn.inactive.GetEnabled()
}
// SetDisabledColor sets switcher's disabled color
func (sbtn *SwitchableButton) SetDisabledColor(color uint32) {
sbtn.active.buttonLayout.DisabledColor = color
sbtn.inactive.buttonLayout.DisabledColor = color
}
// Advance advances widget
func (sbtn *SwitchableButton) Advance(_ float64) error {
// noop
return nil
}
// Render renders widget
func (sbtn *SwitchableButton) Render(target d2interface.Surface) {
if sbtn.active.GetVisible() {
sbtn.active.Render(target)
}
if sbtn.inactive.GetVisible() {
sbtn.inactive.Render(target)
}
}