mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-04 09:17:17 -05:00
107 lines
2.9 KiB
C#
107 lines
2.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenDiablo2.Common;
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using OpenDiablo2.Common.Interfaces;
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namespace OpenDiablo2.Core.UI
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{
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public sealed class TextBox : ITextBox
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{
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private readonly IRenderWindow renderWindow;
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private ISprite sprite;
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private IFont font;
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private ILabel label, linebar;
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private float frameTime = 0f;
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private Point location = new Point();
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public Point Location
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{
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get => location;
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set
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{
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if (location == value)
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return;
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location = value;
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label.Location = new Point(value.X + 6, value.Y + 3);
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linebar.Location = new Point(value.X + 6 + label.TextArea.Width, value.Y + 3);
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sprite.Location = new Point(value.X, value.Y + sprite.LocalFrameSize.Height);
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}
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}
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private string text = "";
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public string Text
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{
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get => text;
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set
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{
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if (text == value)
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return;
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text = value;
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// Max width is 130
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var newSize = font.CalculateSize(value);
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if (newSize.Width < 130)
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{
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label.Text = value;
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linebar.Location = new Point(location.X + 6 + newSize.Width, location.Y + 3);
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return;
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}
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var newStr = value.Substring(1);
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while(true)
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{
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newSize = font.CalculateSize(newStr);
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if (newSize.Width >= 130)
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{
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newStr = newStr.Substring(1);
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continue;
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}
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label.Text = newStr;
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linebar.Location = new Point(location.X + 6 + newSize.Width, location.Y + 3);
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break;
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}
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}
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}
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public TextBox(IRenderWindow renderWindow)
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{
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this.renderWindow = renderWindow;
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sprite = renderWindow.LoadSprite(ResourcePaths.TextBox2, Palettes.Units);
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font = renderWindow.LoadFont(ResourcePaths.FontFormal11, Palettes.Units);
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label = renderWindow.CreateLabel(font);
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linebar = renderWindow.CreateLabel(font);
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linebar.Text = "_";
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}
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public void Update(long ms)
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{
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frameTime += ms / 500f;
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while (frameTime >= 1f)
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frameTime -= 1f;
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}
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public void Render()
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{
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renderWindow.Draw(sprite);
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renderWindow.Draw(label);
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if (frameTime < 0.5)
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renderWindow.Draw(linebar);
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}
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public void Dispose()
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{
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}
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}
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}
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