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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-14 00:06:45 -05:00
OpenDiablo2/d2core/d2ui/d2ui.go
2020-02-01 21:51:49 -05:00

149 lines
3.4 KiB
Go

package d2ui
import (
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2resource"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2audio"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
"github.com/hajimehoshi/ebiten"
)
// CursorButton represents a mouse button
type CursorButton uint8
const (
// CursorButtonLeft represents the left mouse button
CursorButtonLeft CursorButton = 1
// CursorButtonRight represents the right mouse button
CursorButtonRight CursorButton = 2
)
var widgets []Widget
var cursorSprite *Sprite
var cursorButtons CursorButton
var pressedIndex int
var CursorX int
var CursorY int
var clickSfx d2audio.SoundEffect
var waitForLeftMouseUp bool
func Initialize(curSprite *Sprite) {
cursorSprite = curSprite
pressedIndex = -1
clickSfx, _ = d2audio.LoadSoundEffect(d2resource.SFXButtonClick)
waitForLeftMouseUp = false
}
// Reset resets the state of the UI manager. Typically called for new scenes
func Reset() {
widgets = make([]Widget, 0)
pressedIndex = -1
waitForLeftMouseUp = true
}
// AddWidget adds a widget to the UI manager
func AddWidget(widget Widget) {
widgets = append(widgets, widget)
}
func WaitForMouseRelease() {
waitForLeftMouseUp = true
}
// Render renders all of the UI elements
func Render(target d2render.Surface) {
for _, widget := range widgets {
if widget.GetVisible() {
widget.Render(target)
}
}
cx, cy := ebiten.CursorPosition()
cursorSprite.SetPosition(cx, cy)
cursorSprite.Render(target)
}
// Update updates all of the UI elements
func Advance(elapsed float64) {
for _, widget := range widgets {
if widget.GetVisible() {
widget.Advance(elapsed)
}
}
cursorButtons = 0
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
if !waitForLeftMouseUp {
cursorButtons |= CursorButtonLeft
}
} else {
if waitForLeftMouseUp {
waitForLeftMouseUp = false
}
}
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
cursorButtons |= CursorButtonRight
}
CursorX, CursorY = ebiten.CursorPosition()
if CursorButtonPressed(CursorButtonLeft) {
found := false
for i, widget := range widgets {
if !widget.GetVisible() || !widget.GetEnabled() {
continue
}
wx, wy := widget.GetPosition()
ww, wh := widget.GetSize()
if CursorX >= wx && CursorX <= wx+ww && CursorY >= wy && CursorY <= wy+wh {
widget.SetPressed(true)
if pressedIndex == -1 {
found = true
pressedIndex = i
clickSfx.Play()
} else if pressedIndex > -1 && pressedIndex != i {
widgets[i].SetPressed(false)
} else {
found = true
}
} else {
widget.SetPressed(false)
}
}
if !found {
if pressedIndex > -1 {
widgets[pressedIndex].SetPressed(false)
} else {
pressedIndex = -2
}
}
} else {
if pressedIndex > -1 {
widget := widgets[pressedIndex]
wx, wy := widget.GetPosition()
ww, wh := widget.GetSize()
if CursorX >= wx && CursorX <= wx+ww && CursorY >= wy && CursorY <= wy+wh {
widget.Activate()
}
} else {
for _, widget := range widgets {
if !widget.GetVisible() || !widget.GetEnabled() {
continue
}
widget.SetPressed(false)
}
}
pressedIndex = -1
}
}
// CursorButtonPressed determines if the specified button has been pressed
func CursorButtonPressed(button CursorButton) bool {
return cursorButtons&button > 0
}
func KeyPressed(key ebiten.Key) bool {
return ebiten.IsKeyPressed(key)
}
func GetCursorSprite() *Sprite {
return cursorSprite
}