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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-04 17:27:16 -05:00
OpenDiablo2/OpenDiablo2.Core/UI/Button.cs
2018-11-26 18:18:23 -05:00

215 lines
6.1 KiB
C#

using OpenDiablo2.Common;
using OpenDiablo2.Common.Interfaces;
using OpenDiablo2.Common.Models;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace OpenDiablo2.Core.UI
{
public sealed class Button : IButton
{
private readonly IMouseInfoProvider mouseInfoProvider;
private readonly IRenderWindow renderWindow;
private readonly ButtonLayout buttonLayout;
public OnActivateDelegate OnActivate { get; set; }
public OnToggleDelegate OnToggle { get; set; }
private Point location = new Point();
public Point Location
{
get => location;
set
{
location = value;
sprite.Location = value;
}
}
private int buttonWidth, buttonHeight;
private ISprite sprite;
private IFont font;
private ILabel label;
private bool pressed = false;
private bool active = false; // When true, button is actively being focus pressed
private bool activeLock = false; // When true, we have locked the mouse from everything else
private bool toggled = false;
private Point labelOffset = new Point();
private bool enabled = true;
public bool Enabled
{
get => enabled;
set
{
if (value == enabled)
return;
enabled = value;
sprite.Darken = !enabled;
}
}
private string text;
public string Text
{
get => text;
set
{
text = value;
UpdateText();
}
}
public Button(
ButtonLayout buttonLayout,
IRenderWindow renderWindow,
IMouseInfoProvider mouseInfoProvider
)
{
this.buttonLayout = buttonLayout;
this.renderWindow = renderWindow;
this.mouseInfoProvider = mouseInfoProvider;
font = renderWindow.LoadFont(ResourcePaths.FontExocet10, Palettes.Units);
label = renderWindow.CreateLabel(font);
sprite = renderWindow.LoadSprite(buttonLayout.ResourceName, buttonLayout.PaletteName);
// TODO: Less stupid way of doing this would be nice
buttonWidth = 0;
buttonHeight = 0;
for (int i = 0; i < buttonLayout.XSegments; i++)
{
sprite.Frame = i;
buttonWidth += sprite.LocalFrameSize.Width;
buttonHeight = Math.Max(buttonHeight, sprite.LocalFrameSize.Height);
}
}
public bool Toggle()
{
toggled = !toggled;
OnToggle?.Invoke(toggled);
return toggled;
}
public bool Toggle(bool isToggled)
{
if(toggled != isToggled)
{
OnToggle?.Invoke(isToggled);
toggled = isToggled;
}
return isToggled;
}
public void Update()
{
if (!enabled)
{
// Prevent sticky locks
if (activeLock && mouseInfoProvider.ReserveMouse)
{
activeLock = false;
mouseInfoProvider.ReserveMouse = false;
}
active = false;
return;
}
var hovered = (mouseInfoProvider.MouseX >= location.X && mouseInfoProvider.MouseX < (location.X + buttonWidth))
&& (mouseInfoProvider.MouseY >= location.Y && mouseInfoProvider.MouseY < (location.Y + buttonHeight));
if (!activeLock && hovered && mouseInfoProvider.LeftMouseDown && !mouseInfoProvider.ReserveMouse)
{
// The button is being pressed down
mouseInfoProvider.ReserveMouse = true;
active = true;
}
else if (active && !mouseInfoProvider.LeftMouseDown)
{
mouseInfoProvider.ReserveMouse = false;
active = false;
if (hovered)
{
OnActivate?.Invoke();
if (buttonLayout.Toggleable)
{
Toggle();
}
}
}
else if (!active && mouseInfoProvider.LeftMouseDown)
{
activeLock = true;
}
else if (activeLock && !mouseInfoProvider.LeftMouseDown)
{
activeLock = false;
}
pressed = (hovered && mouseInfoProvider.LeftMouseDown && active);
}
public void Render()
{
var frame = buttonLayout.BaseFrame;
if(toggled && pressed)
{
frame = buttonLayout.BaseFrame + 3;
}
else if(pressed)
{
frame = buttonLayout.BaseFrame + 1;
}
else if(toggled)
{
frame = buttonLayout.BaseFrame + 2;
}
renderWindow.Draw(sprite, buttonLayout.XSegments, 1, frame);
var offset = pressed ? -2 : 0;
label.Location = new Point(location.X + offset + labelOffset.X, location.Y - offset + labelOffset.Y);
renderWindow.Draw(label);
}
private void UpdateText()
{
label.Text = text;
label.TextColor = Color.FromArgb(75, 75, 75);
var offsetX = (buttonWidth / 2) - (label.TextArea.Width / 2);
labelOffset = new Point(offsetX, -5);
}
public void Dispose()
{
sprite.Dispose();
font.Dispose();
label.Dispose();
}
}
}