mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-17 09:56:07 -05:00
5e1725dd7d
* 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
131 lines
2.8 KiB
Go
131 lines
2.8 KiB
Go
package d2gui
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import (
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"errors"
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"image/color"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2asset"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2input"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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)
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type buttonState int
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const (
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buttonStateDefault buttonState = iota
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buttonStatePressed
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buttonStateToggled
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buttonStatePressedToggled
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)
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type Button struct {
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widgetBase
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width int
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height int
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state buttonState
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surfaces []d2render.Surface
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}
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func createButton(text string, buttonStyle ButtonStyle) (*Button, error) {
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config, ok := buttonStyleConfigs[buttonStyle]
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if !ok {
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return nil, errors.New("invalid button style")
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}
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animation, err := d2asset.LoadAnimation(config.animationPath, config.palettePath)
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if err != nil {
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return nil, err
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}
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var buttonWidth int
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for i := 0; i < config.segmentsX; i++ {
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w, _, err := animation.GetFrameSize(i)
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if err != nil {
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return nil, err
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}
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buttonWidth += w
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}
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var buttonHeight int
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for i := 0; i < config.segmentsY; i++ {
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_, h, err := animation.GetFrameSize(i * config.segmentsY)
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if err != nil {
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return nil, err
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}
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buttonHeight += h
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}
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font, err := loadFont(config.fontStyle)
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if err != nil {
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return nil, err
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}
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textColor := color.RGBA{R: 0x64, G: 0x64, B: 0x64, A: 0xff}
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textWidth, textHeight := font.GetTextMetrics(text)
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textX := buttonWidth/2 - textWidth/2
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textY := buttonHeight/2 - textHeight/2 + config.textOffset
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surfaceCount := animation.GetFrameCount() / (config.segmentsX * config.segmentsY)
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surfaces := make([]d2render.Surface, surfaceCount)
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for i := 0; i < surfaceCount; i++ {
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surface, err := d2render.NewSurface(buttonWidth, buttonHeight, d2render.FilterNearest)
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if err != nil {
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return nil, err
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}
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if err := renderSegmented(animation, config.segmentsX, config.segmentsY, i, surface); err != nil {
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return nil, err
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}
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font.SetColor(textColor)
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var textOffsetX, textOffsetY int
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switch buttonState(i) {
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case buttonStatePressed, buttonStatePressedToggled:
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textOffsetX = -2
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textOffsetY = 2
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}
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surface.PushTranslation(textX+textOffsetX, textY+textOffsetY)
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err = font.RenderText(text, surface)
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surface.Pop()
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if err != nil {
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return nil, err
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}
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surfaces[i] = surface
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}
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button := &Button{width: buttonWidth, height: buttonHeight, surfaces: surfaces}
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button.SetVisible(true)
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return button, nil
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}
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func (b *Button) onMouseButtonDown(event d2input.MouseEvent) bool {
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b.state = buttonStatePressed
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return false
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}
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func (b *Button) onMouseButtonUp(event d2input.MouseEvent) bool {
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b.state = buttonStateDefault
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return false
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}
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func (b *Button) onMouseLeave(event d2input.MouseMoveEvent) bool {
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b.state = buttonStateDefault
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return false
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}
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func (b *Button) render(target d2render.Surface) error {
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return target.Render(b.surfaces[b.state])
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}
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func (b *Button) getSize() (int, int) {
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return b.width, b.height
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}
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