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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-05 23:40:43 +00:00
OpenDiablo2/d2core/d2gui/button.go
Haashi 5e1725dd7d
385/lintissues (#391)
* camera offset for ui panels :

added maprenderer viewport to be aligned left or right

calling alignement on keyPress in game_controls

* check if already aligned

* fix bugs

-forgot to assign alignement
-defaultScreenRect instead of screenRect because of issue mentionned in original comment

* remove config.json and replace go.mod line

* removing duplicate import of d2common

replacing all dh to d2common

* remove useless breaks from switch statement

* better range when value unused + prettying import

* item_affix rewrite

using return values instead of pointer references in arguments

* ebiten deprecated calls

* small fixes
2020-06-22 11:53:44 -04:00

131 lines
2.8 KiB
Go

package d2gui
import (
"errors"
"image/color"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
)
type buttonState int
const (
buttonStateDefault buttonState = iota
buttonStatePressed
buttonStateToggled
buttonStatePressedToggled
)
type Button struct {
widgetBase
width int
height int
state buttonState
surfaces []d2render.Surface
}
func createButton(text string, buttonStyle ButtonStyle) (*Button, error) {
config, ok := buttonStyleConfigs[buttonStyle]
if !ok {
return nil, errors.New("invalid button style")
}
animation, err := d2asset.LoadAnimation(config.animationPath, config.palettePath)
if err != nil {
return nil, err
}
var buttonWidth int
for i := 0; i < config.segmentsX; i++ {
w, _, err := animation.GetFrameSize(i)
if err != nil {
return nil, err
}
buttonWidth += w
}
var buttonHeight int
for i := 0; i < config.segmentsY; i++ {
_, h, err := animation.GetFrameSize(i * config.segmentsY)
if err != nil {
return nil, err
}
buttonHeight += h
}
font, err := loadFont(config.fontStyle)
if err != nil {
return nil, err
}
textColor := color.RGBA{R: 0x64, G: 0x64, B: 0x64, A: 0xff}
textWidth, textHeight := font.GetTextMetrics(text)
textX := buttonWidth/2 - textWidth/2
textY := buttonHeight/2 - textHeight/2 + config.textOffset
surfaceCount := animation.GetFrameCount() / (config.segmentsX * config.segmentsY)
surfaces := make([]d2render.Surface, surfaceCount)
for i := 0; i < surfaceCount; i++ {
surface, err := d2render.NewSurface(buttonWidth, buttonHeight, d2render.FilterNearest)
if err != nil {
return nil, err
}
if err := renderSegmented(animation, config.segmentsX, config.segmentsY, i, surface); err != nil {
return nil, err
}
font.SetColor(textColor)
var textOffsetX, textOffsetY int
switch buttonState(i) {
case buttonStatePressed, buttonStatePressedToggled:
textOffsetX = -2
textOffsetY = 2
}
surface.PushTranslation(textX+textOffsetX, textY+textOffsetY)
err = font.RenderText(text, surface)
surface.Pop()
if err != nil {
return nil, err
}
surfaces[i] = surface
}
button := &Button{width: buttonWidth, height: buttonHeight, surfaces: surfaces}
button.SetVisible(true)
return button, nil
}
func (b *Button) onMouseButtonDown(event d2input.MouseEvent) bool {
b.state = buttonStatePressed
return false
}
func (b *Button) onMouseButtonUp(event d2input.MouseEvent) bool {
b.state = buttonStateDefault
return false
}
func (b *Button) onMouseLeave(event d2input.MouseMoveEvent) bool {
b.state = buttonStateDefault
return false
}
func (b *Button) render(target d2render.Surface) error {
return target.Render(b.surfaces[b.state])
}
func (b *Button) getSize() (int, int) {
return b.width, b.height
}