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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-05 17:57:17 -05:00
OpenDiablo2/d2core/d2ui/ui_manager.go
juander-ux 1f49df62d1
Ui hud polishing (#938)
* d2ui/tooltip: Make it invisible by default

* d2ui/button: Add GetToggled() method

* d2player/HUD: Add tooltip for minipanel button

* d2ui/button: Add disabled frame to minipanel buttons

* d2ui/widget_group: Add SetEnable method for clickable widgets

* d2player/mini_panel: move menu button here from HUD

* d2ui/button: toggled buttons take preference over disabled buttons

* d2player/help_overlay: Make panel only use widgets

* d2player/hud: Group most widgets into widget group

* d2ui/custom_widget: Allow tooltip to be attached

* d2player/hud: Attach staminaBar tooltip to staminaBar

* d2player/hud: Attach experienceBar tooltip to experienceBar widget

* d2ui/ui_manager: Always draw tooltips last

* d2player/help_overlay: It should be drawn over the HUD

* d2player/globeWidget: Move tooltip here from HUD

* d2core/tooltip: Automatically add tooltips to the uiManager

* d2core/ui_manager: Remove special handling of widgetGroups for rendering

* d2player/help_overlay: Add button to widget group

* d2player/hud: Attack runwalk tooltip to button

* d2player/mini_panel: Add panelButton to its own widget group

* d2core/widget_group: When a clickable is added, it's also added to uiManager

* d2player/globeWidget: make tooltip un/lock on click

* d2player/hud: Add runbutton to widget group

* d2player/mini_panel: Add group for tooltips

this allows us to move the tooltip with the panelbuttons. They can't be
in the general panelGroup as they would all become visible when the
panel is opened.

* d2core/button: Remove debug log when a button with tooltip is hovered
2020-11-21 02:35:32 -08:00

194 lines
4.8 KiB
Go

package d2ui
import (
"sort"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
)
// UIManager manages a collection of UI elements (buttons, textboxes, labels)
type UIManager struct {
asset *d2asset.AssetManager
renderer d2interface.Renderer
inputManager d2interface.InputManager
audio d2interface.AudioProvider
widgets []Widget
tooltips []*Tooltip
widgetsGroups []*WidgetGroup
clickableWidgets []ClickableWidget
cursorButtons CursorButton
CursorX int
CursorY int
pressedWidget ClickableWidget
clickSfx d2interface.SoundEffect
*d2util.Logger
}
// Note: methods for creating buttons and stuff are in their respective files
// Initialize is meant to be called after the game loads all of the necessary files
// for sprites and audio
func (ui *UIManager) Initialize() {
sfx, err := ui.audio.LoadSound(d2resource.SFXButtonClick, false, false)
if err != nil {
ui.Fatalf("failed to initialize ui: %v", err)
}
ui.clickSfx = sfx
if err := ui.inputManager.BindHandler(ui); err != nil {
ui.Fatalf("failed to initialize ui: %v", err)
}
}
// Reset resets the state of the UI manager. Typically called for new screens
func (ui *UIManager) Reset() {
ui.widgets = nil
ui.clickableWidgets = nil
ui.pressedWidget = nil
}
func (ui *UIManager) addClickable(widget ClickableWidget) {
ui.clickableWidgets = append(ui.clickableWidgets, widget)
}
// addWidget adds a widget to the UI manager
func (ui *UIManager) addWidget(widget Widget) {
err := ui.inputManager.BindHandler(widget)
if err != nil {
ui.Error(err.Error())
}
clickable, ok := widget.(ClickableWidget)
if ok {
ui.addClickable(clickable)
}
if widgetGroup, ok := widget.(*WidgetGroup); ok {
ui.widgetsGroups = append(ui.widgetsGroups, widgetGroup)
}
ui.widgets = append(ui.widgets, widget)
sort.SliceStable(ui.widgets, func(i, j int) bool {
return ui.widgets[i].GetRenderPriority() < ui.widgets[j].GetRenderPriority()
})
widget.bindManager(ui)
}
// addTooltip adds a widget to the UI manager
func (ui *UIManager) addTooltip(t *Tooltip) {
ui.tooltips = append(ui.tooltips, t)
}
// OnMouseButtonUp is an event handler for input
func (ui *UIManager) OnMouseButtonUp(event d2interface.MouseEvent) bool {
ui.CursorX, ui.CursorY = event.X(), event.Y()
if event.Button() == d2enum.MouseButtonLeft {
ui.cursorButtons |= CursorButtonLeft
// activate previously pressed widget if cursor is still hovering
w := ui.pressedWidget
if w != nil && w.Contains(ui.CursorX, ui.CursorY) && w.GetVisible() && w.GetEnabled() {
w.Activate()
}
// unpress all widgets that are pressed
for _, w := range ui.clickableWidgets {
w.SetPressed(false)
}
}
return false
}
// OnMouseMove is the mouse move event handler
func (ui *UIManager) OnMouseMove(event d2interface.MouseMoveEvent) bool {
for _, w := range ui.widgetsGroups {
if w.GetVisible() {
w.OnMouseMove(event.X(), event.Y())
}
}
for _, w := range ui.widgets {
if w.GetVisible() {
w.OnMouseMove(event.X(), event.Y())
}
}
return false
}
// OnMouseButtonDown is the mouse button down event handler
func (ui *UIManager) OnMouseButtonDown(event d2interface.MouseEvent) bool {
ui.CursorX, ui.CursorY = event.X(), event.Y()
if event.Button() == d2enum.MouseButtonLeft {
// find and press a widget on screen
ui.pressedWidget = nil
for _, w := range ui.clickableWidgets {
if w.Contains(ui.CursorX, ui.CursorY) && w.GetVisible() && w.GetEnabled() {
w.SetPressed(true)
ui.pressedWidget = w
ui.clickSfx.Play()
break
}
}
}
if event.Button() == d2enum.MouseButtonRight {
ui.cursorButtons |= CursorButtonRight
}
return false
}
// Render renders all of the UI elements
func (ui *UIManager) Render(target d2interface.Surface) {
for _, widget := range ui.widgets {
if widget.GetVisible() {
widget.Render(target)
}
}
for _, tooltip := range ui.tooltips {
if tooltip.GetVisible() {
tooltip.Render(target)
}
}
}
// Advance updates all of the UI elements
func (ui *UIManager) Advance(elapsed float64) {
for _, widget := range ui.widgets {
if widget.GetVisible() {
err := widget.Advance(elapsed)
if err != nil {
ui.Error(err.Error())
}
}
}
}
// CursorButtonPressed determines if the specified button has been pressed
func (ui *UIManager) CursorButtonPressed(button CursorButton) bool {
return ui.cursorButtons&button > 0
}
// CursorPosition returns the current cursor position
func (ui *UIManager) CursorPosition() (x, y int) {
return ui.CursorX, ui.CursorY
}
// Renderer returns the renderer for this ui manager
func (ui *UIManager) Renderer() d2interface.Renderer {
return ui.renderer
}