mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-17 18:06:03 -05:00
0d691dbffa
* Feat(KeyBindingMenu): Adds dynamic box system with scrollbar * Feat(Hotkeys): WIP Adds a lot of things * Feat(KeyBindingMenu): WIP Adds logic to binding * Feat(KeyBindingMenu): Fixes assignment logic * Feat(KeyBindingMenu): Adds buttons logic * Feat(KeyBindingMenu): Fixes sprites positions+add padding to Box * Feat(KeyBindingMenu): Adds label blinking cap * Feat(KeyBindingMenu): Removes commented func * Feat(KeyBindingMenu): Fixes lint errors and refactors a bit * Feat(KeyBindingMenu): Corrects few minor things from Grave * Feat(KeyBindingMenu): removes forgotten key to string mapping
386 lines
11 KiB
Go
386 lines
11 KiB
Go
package d2gui
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import (
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"log"
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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// LayoutScrollbar is a scrollbar that can be used with any layout
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// and attaches to a main layout. You need to use a wrapper for your content
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// as main layout in order for the scrollbar to work properly
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type LayoutScrollbar struct {
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sliderSprites []*d2ui.Sprite
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gutterSprites []*d2ui.Sprite
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parentLayout *Layout
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targetLayout *Layout
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sliderLayout *Layout
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arrowUpLayout *Layout
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arrowDownLayout *Layout
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arrowUpSprite *d2ui.Sprite
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arrowDownSprite *d2ui.Sprite
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maxY int
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minY int
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arrowClickSliderOffset int
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viewportSize int
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contentSize int
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clickedAtY int
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mouseYOnSlider int
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lastY int
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gutterHeight int
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sliderHeight int
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contentToViewRatio float32
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// isVisible bool
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arrowUpClicked bool
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arrowDownClicked bool
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sliderClicked bool
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}
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const (
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textSliderPartWidth = 12
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textSliderPartHeight = 13
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arrrowClickContentOffsetPercentage = 0.02
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oneHundredPercent = 1.0
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)
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const (
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textSliderPartArrowDownHollow int = iota + 8
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textSliderPartArrowUpHollow
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textSliderPartArrowDownFilled int = 10
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textSliderPartArrowUpFilled int = 11
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// textSliderPartSquare
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textSliderPartInnerGutter int = 13
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textSliderPartFillingVariation1 int = 14
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)
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// NewLayoutScrollbar attaches a scrollbar to the parentLayout to control the targetLayout
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func NewLayoutScrollbar(
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parentLayout *Layout,
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targetLayout *Layout,
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) *LayoutScrollbar {
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parentW, parentH := parentLayout.GetSize()
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_, targetH := targetLayout.GetSize()
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gutterHeight := parentH - (2 * textSliderPartHeight)
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viewportPercentage := oneHundredPercent - (float32(targetH-parentH) / float32(targetH))
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sliderHeight := int(float32(gutterHeight) * viewportPercentage)
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x, y := parentW-textSliderPartWidth, 0
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ret := &LayoutScrollbar{
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sliderSprites: []*d2ui.Sprite{},
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gutterSprites: []*d2ui.Sprite{},
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}
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ret.contentToViewRatio = viewportPercentage
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ret.contentToViewRatio = float32(targetH) / float32(gutterHeight)
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ret.gutterHeight = gutterHeight
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ret.sliderHeight = sliderHeight
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ret.minY = y + textSliderPartHeight
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ret.maxY = (y + parentH) - (textSliderPartHeight + sliderHeight)
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ret.contentSize = targetH
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ret.arrowClickSliderOffset = int(float32(sliderHeight) * arrrowClickContentOffsetPercentage)
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ret.viewportSize = parentH
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arrowUpLayout := parentLayout.AddLayout(PositionTypeAbsolute)
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arrowUpLayout.SetSize(textSliderPartWidth, textSliderPartHeight)
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arrowUpLayout.SetPosition(x, 0)
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ret.arrowUpLayout = arrowUpLayout
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gutterLayout := parentLayout.AddLayout(PositionTypeAbsolute)
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gutterLayout.SetSize(textSliderPartWidth, gutterHeight)
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gutterLayout.SetPosition(x, textSliderPartHeight)
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sliderLayout := parentLayout.AddLayout(PositionTypeAbsolute)
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sliderLayout.SetPosition(x, textSliderPartHeight)
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sliderLayout.SetSize(textSliderPartWidth, sliderHeight)
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sliderLayout.SetMouseClickHandler(ret.OnSliderMouseClick)
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arrowDownLayout := parentLayout.AddLayout(PositionTypeAbsolute)
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arrowDownLayout.SetSize(textSliderPartWidth, textSliderPartHeight)
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arrowDownLayout.SetPosition(x, textSliderPartHeight+gutterHeight)
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ret.arrowDownLayout = arrowDownLayout
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ret.sliderLayout = sliderLayout
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ret.parentLayout = parentLayout
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ret.targetLayout = targetLayout
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ret.parentLayout.AdjustEntryPlacement()
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ret.targetLayout.AdjustEntryPlacement()
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ret.sliderLayout.AdjustEntryPlacement()
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return ret
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}
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// Load sets the scrollbar layouts and loads the sprites
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func (scrollbar *LayoutScrollbar) Load(ui *d2ui.UIManager) error {
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arrowUpX, arrowUpY := scrollbar.arrowUpLayout.ScreenPos()
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arrowUpSprite, _ := ui.NewSprite(d2resource.TextSlider, d2resource.PaletteSky)
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if err := arrowUpSprite.SetCurrentFrame(textSliderPartArrowUpFilled); err != nil {
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return err
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}
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arrowUpSprite.SetPosition(arrowUpX, arrowUpY+textSliderPartHeight)
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scrollbar.arrowUpSprite = arrowUpSprite
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arrowDownX, arrowDownY := scrollbar.arrowDownLayout.ScreenPos()
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arrowDownSprite, _ := ui.NewSprite(d2resource.TextSlider, d2resource.PaletteSky)
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if err := arrowDownSprite.SetCurrentFrame(textSliderPartArrowDownFilled); err != nil {
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return err
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}
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arrowDownSprite.SetPosition(arrowDownX, arrowDownY+textSliderPartHeight)
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scrollbar.arrowDownSprite = arrowDownSprite
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gutterParts := int(math.Ceil(float64(scrollbar.gutterHeight+(2*textSliderPartHeight)) / float64(textSliderPartHeight)))
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sliderParts := int(math.Ceil(float64(scrollbar.sliderHeight) / float64(textSliderPartHeight)))
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gutterX, gutterY := arrowUpX, arrowUpY+(2*textSliderPartHeight)-1
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i := 0
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for {
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if i >= gutterParts {
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break
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}
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f, _ := ui.NewSprite(d2resource.TextSlider, d2resource.PaletteSky)
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if err := f.SetCurrentFrame(textSliderPartInnerGutter); err != nil {
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return err
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}
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newY := gutterY + (i * (textSliderPartHeight - 1))
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f.SetPosition(gutterX, newY)
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scrollbar.gutterSprites = append(scrollbar.gutterSprites, f)
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i++
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}
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i = 0
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for {
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if i >= sliderParts {
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break
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}
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f, _ := ui.NewSprite(d2resource.TextSlider, d2resource.PaletteSky)
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if err := f.SetCurrentFrame(textSliderPartFillingVariation1); err != nil {
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return err
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}
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scrollbar.sliderSprites = append(scrollbar.sliderSprites, f)
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i++
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}
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scrollbar.updateSliderSpritesPosition()
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return nil
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}
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func (scrollbar *LayoutScrollbar) updateSliderSpritesPosition() {
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scrollbar.sliderLayout.AdjustEntryPlacement()
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sliderLayoutX, sliderLayoutY := scrollbar.sliderLayout.ScreenPos()
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for i, s := range scrollbar.sliderSprites {
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newY := sliderLayoutY + (i * (textSliderPartHeight - 1)) + textSliderPartHeight
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s.SetPosition(sliderLayoutX-1, newY)
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}
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}
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// OnSliderMouseClick affects the state of the slider
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func (scrollbar *LayoutScrollbar) OnSliderMouseClick(event d2interface.MouseEvent) {
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scrollbar.clickedAtY = event.Y()
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scrollbar.lastY = scrollbar.clickedAtY
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scrollbar.mouseYOnSlider = event.Y() - scrollbar.sliderLayout.Sy
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}
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func (scrollbar *LayoutScrollbar) moveScaledContentBy(offset int) int {
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_, y := scrollbar.sliderLayout.GetPosition()
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newY := y + offset
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outOfBoundsUp := false
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outOfBoundsDown := false
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if newY > scrollbar.maxY {
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newY = scrollbar.maxY
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outOfBoundsDown = true
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}
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if newY < scrollbar.minY {
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newY = scrollbar.minY
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outOfBoundsUp = true
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}
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if !outOfBoundsUp && !outOfBoundsDown {
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scrollbar.clickedAtY += offset
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if scrollbar.targetLayout != nil {
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contentX, contentY := scrollbar.targetLayout.GetPosition()
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scaledOffset := int(math.Round(float64(float32(offset) * scrollbar.contentToViewRatio)))
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newContentY := contentY - scaledOffset
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scrollbar.targetLayout.SetPosition(contentX, newContentY)
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}
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}
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if outOfBoundsDown && scrollbar.targetLayout != nil {
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newContentY := -scrollbar.contentSize + scrollbar.viewportSize
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scrollbar.targetLayout.SetPosition(0, newContentY)
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}
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if outOfBoundsUp && scrollbar.targetLayout != nil {
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scrollbar.targetLayout.SetPosition(0, 0)
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}
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return newY
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}
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// OnMouseMove will affect the slider and the content depending on the state fof it
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func (scrollbar *LayoutScrollbar) OnMouseMove(event d2interface.MouseMoveEvent) {
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if !scrollbar.sliderClicked {
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return
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}
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sliderX, _ := scrollbar.sliderLayout.GetPosition()
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newY := scrollbar.moveScaledContentBy(event.Y() - scrollbar.clickedAtY)
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scrollbar.sliderLayout.SetPosition(sliderX, newY)
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scrollbar.updateSliderSpritesPosition()
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}
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// OnArrowUpClick will move the slider and the content up
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func (scrollbar *LayoutScrollbar) OnArrowUpClick() {
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sliderX, _ := scrollbar.sliderLayout.GetPosition()
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newY := scrollbar.moveScaledContentBy(-scrollbar.arrowClickSliderOffset)
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scrollbar.sliderLayout.SetPosition(sliderX, newY)
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scrollbar.updateSliderSpritesPosition()
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}
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// OnArrowDownClick will move the slider and the content down
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func (scrollbar *LayoutScrollbar) OnArrowDownClick() {
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sliderX, _ := scrollbar.sliderLayout.GetPosition()
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newY := scrollbar.moveScaledContentBy(scrollbar.arrowClickSliderOffset)
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scrollbar.sliderLayout.SetPosition(sliderX, newY)
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scrollbar.updateSliderSpritesPosition()
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}
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// SetSliderClicked sets the value of sliderClicked
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func (scrollbar *LayoutScrollbar) SetSliderClicked(value bool) {
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scrollbar.sliderClicked = value
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}
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// SetArrowUpClicked sets the value of sliderClicked
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func (scrollbar *LayoutScrollbar) SetArrowUpClicked(value bool) {
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var arrowSpriteFrame int
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scrollbar.arrowUpClicked = value
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if scrollbar.arrowUpClicked {
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arrowSpriteFrame = textSliderPartArrowUpHollow
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} else {
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arrowSpriteFrame = textSliderPartArrowUpFilled
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}
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if err := scrollbar.arrowUpSprite.SetCurrentFrame(arrowSpriteFrame); err != nil {
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log.Printf("unable to set arrow up sprite frame: %v", err)
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}
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}
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// SetArrowDownClicked sets the value of sliderClicked
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func (scrollbar *LayoutScrollbar) SetArrowDownClicked(value bool) {
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var arrowSpriteFrame int
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scrollbar.arrowDownClicked = value
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if scrollbar.arrowDownClicked {
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arrowSpriteFrame = textSliderPartArrowDownHollow
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} else {
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arrowSpriteFrame = textSliderPartArrowDownFilled
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}
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if err := scrollbar.arrowDownSprite.SetCurrentFrame(arrowSpriteFrame); err != nil {
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log.Printf("unable to set arrow down sprite frame: %v", err)
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}
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}
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// Advance updates the layouts according to the state of the arrown
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func (scrollbar *LayoutScrollbar) Advance(elapsed float64) error {
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if scrollbar.arrowDownClicked {
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scrollbar.OnArrowDownClick()
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}
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if scrollbar.arrowUpClicked {
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scrollbar.OnArrowUpClick()
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}
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return nil
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}
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// Render draws the scrollbar sprites on the given surface
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func (scrollbar *LayoutScrollbar) Render(target d2interface.Surface) {
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for _, s := range scrollbar.gutterSprites {
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s.Render(target)
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}
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for _, s := range scrollbar.sliderSprites {
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s.Render(target)
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}
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scrollbar.arrowUpSprite.Render(target)
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scrollbar.arrowDownSprite.Render(target)
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}
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func (scrollbar *LayoutScrollbar) isInLayoutRect(layout *Layout, px, py int) bool {
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ww, hh := layout.GetSize()
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x, y := layout.Sx, layout.Sy
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if px >= x && px <= x+ww && py >= y && py <= y+hh {
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return true
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}
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return false
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}
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// IsSliderClicked returns the state of the slider
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func (scrollbar *LayoutScrollbar) IsSliderClicked() bool {
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return scrollbar.sliderClicked
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}
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// IsArrowUpClicked returns the state of arrow up clicked
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func (scrollbar *LayoutScrollbar) IsArrowUpClicked() bool {
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return scrollbar.arrowUpClicked
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}
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// IsArrowDownClicked returns the state of arrow down clicked
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func (scrollbar *LayoutScrollbar) IsArrowDownClicked() bool {
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return scrollbar.arrowDownClicked
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}
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// IsInArrowUpRect checks if the given point is within the overlay layout rectangle
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func (scrollbar *LayoutScrollbar) IsInArrowUpRect(px, py int) bool {
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return scrollbar.isInLayoutRect(scrollbar.arrowUpLayout, px, py)
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}
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// IsInArrowDownRect checks if the given point is within the overlay layout rectangle
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func (scrollbar *LayoutScrollbar) IsInArrowDownRect(px, py int) bool {
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return scrollbar.isInLayoutRect(scrollbar.arrowDownLayout, px, py)
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}
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// IsInSliderRect checks if the given point is within the overlay layout rectangle
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func (scrollbar *LayoutScrollbar) IsInSliderRect(px, py int) bool {
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return scrollbar.isInLayoutRect(scrollbar.sliderLayout, px, py)
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}
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