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