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#include "DiabloUI/art_draw.h"
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#include "DiabloUI/button.h"
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#include "DiabloUI/diabloui.h"
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#include "DiabloUI/errorart.h"
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#include "engine/render/text_render.hpp"
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#include "utils/display.h"
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namespace devilution {
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Art SmlButton;
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void LoadSmlButtonArt()
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{
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LoadArt(&SmlButton, ButtonData, SML_BUTTON_WIDTH, SML_BUTTON_HEIGHT * 2, 2);
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}
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void RenderButton(UiButton *button)
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{
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int frame;
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if (button->m_pressed) {
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frame = UiButton::PRESSED;
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} else {
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frame = UiButton::DEFAULT;
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}
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DrawArt({ button->m_rect.x, button->m_rect.y }, button->m_art, frame, button->m_rect.w, button->m_rect.h);
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Rectangle textRect { { button->m_rect.x, button->m_rect.y }, { button->m_rect.w, button->m_rect.h } };
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if (!button->m_pressed)
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--textRect.position.y;
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const Surface &out = Surface(DiabloUiSurface());
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DrawString(out, button->m_text, textRect, UiFlags::AlignCenter | UiFlags::FontSizeDialog | UiFlags::ColorDialogWhite);
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}
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bool HandleMouseEventButton(const SDL_Event &event, UiButton *button)
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{
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if (event.button.button != SDL_BUTTON_LEFT)
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return false;
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switch (event.type) {
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case SDL_MOUSEBUTTONUP:
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button->m_action();
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return true;
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case SDL_MOUSEBUTTONDOWN:
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button->m_pressed = true;
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return true;
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default:
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return false;
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}
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}
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void HandleGlobalMouseUpButton(UiButton *button)
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{
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button->m_pressed = false;
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}
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} // namespace devilution
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