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#include "DiabloUI/diabloui.h"
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#include <algorithm>
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#include <cstdint>
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#include <memory>
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#include <optional>
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#include <string>
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#include "DiabloUI/button.h"
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#include "DiabloUI/dialogs.h"
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#include "DiabloUI/scrollbar.h"
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#include "DiabloUI/text_input.hpp"
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#include "controls/control_mode.hpp"
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#include "controls/controller.h"
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#include "controls/input.h"
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#include "controls/menu_controls.h"
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#include "controls/plrctrls.h"
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#include "diablo.h"
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#include "discord/discord.h"
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#include "engine/assets.hpp"
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#include "engine/clx_sprite.hpp"
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#include "engine/dx.h"
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#include "engine/load_pcx.hpp"
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#include "engine/render/clx_render.hpp"
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#include "engine/render/text_render.hpp"
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#include "engine/ticks.hpp"
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#include "hwcursor.hpp"
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#include "init.h"
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#include "utils/algorithm/container.hpp"
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#include "utils/display.h"
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#include "utils/is_of.hpp"
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#include "utils/language.h"
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#include "utils/log.hpp"
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#include "utils/pcx_to_clx.hpp"
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#include "utils/screen_reader.hpp"
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#include "utils/sdl_compat.h"
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#include "utils/sdl_geometry.h"
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#include "utils/sdl_ptrs.h"
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#include "utils/sdl_wrap.h"
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#include "utils/str_cat.hpp"
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#include "utils/stubs.h"
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#include "utils/utf8.hpp"
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#ifdef __SWITCH__
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// for virtual keyboard on Switch
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#include "platform/switch/keyboard.h"
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#endif
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#ifdef __vita__
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// for virtual keyboard on Vita
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#include "platform/vita/keyboard.h"
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#endif
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#ifdef __3DS__
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// for virtual keyboard on 3DS
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#include "platform/ctr/keyboard.h"
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#endif
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namespace devilution {
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OptionalOwnedClxSpriteList ArtLogo;
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OptionalOwnedClxSpriteList DifficultyIndicator;
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std::array<OptionalOwnedClxSpriteList, 3> ArtFocus;
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OptionalOwnedClxSpriteList ArtBackgroundWidescreen;
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OptionalOwnedClxSpriteList ArtBackground;
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OptionalOwnedClxSpriteList ArtCursor;
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std::size_t SelectedItem = 0;
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namespace {
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OptionalOwnedClxSpriteList ArtHero;
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std::array<uint8_t, enum_size<HeroClass>::value + 1> ArtHeroPortraitOrder;
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std::array<OptionalOwnedClxSpriteList, enum_size<HeroClass>::value + 1> ArtHeroOverrides;
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std::size_t SelectedItemMax;
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std::size_t ListViewportSize = 1;
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std::size_t listOffset = 0;
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void (*gfnListFocus)(size_t value);
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void (*gfnListSelect)(size_t value);
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void (*gfnListEsc)();
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void (*gfnFullscreen)();
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bool (*gfnListYesNo)();
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std::vector<UiItemBase *> gUiItems;
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UiList *gUiList = nullptr;
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bool UiItemsWraps;
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std::optional<TextInputState> UiTextInputState;
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bool allowEmptyTextInput = false;
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uint32_t fadeTc;
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int fadeValue = 0;
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struct ScrollBarState {
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bool upArrowPressed;
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bool downArrowPressed;
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ScrollBarState()
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{
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upArrowPressed = false;
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downArrowPressed = false;
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}
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} scrollBarState;
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void AdjustListOffset(std::size_t itemIndex)
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{
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if (itemIndex >= listOffset + ListViewportSize)
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listOffset = itemIndex - (ListViewportSize - 1);
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if (itemIndex < listOffset)
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listOffset = itemIndex;
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}
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} // namespace
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bool IsTextInputActive()
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{
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return UiTextInputState.has_value();
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}
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void UiInitList(void (*fnFocus)(size_t value), void (*fnSelect)(size_t value), void (*fnEsc)(), const std::vector<std::unique_ptr<UiItemBase>> &items, bool itemsWraps, void (*fnFullscreen)(), bool (*fnYesNo)(), size_t selectedItem /*= 0*/)
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{
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SelectedItem = selectedItem;
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SelectedItemMax = 0;
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ListViewportSize = 0;
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gfnListFocus = fnFocus;
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gfnListSelect = fnSelect;
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gfnListEsc = fnEsc;
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gfnFullscreen = fnFullscreen;
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gfnListYesNo = fnYesNo;
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gUiItems.clear();
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for (const auto &item : items)
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gUiItems.push_back(item.get());
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UiItemsWraps = itemsWraps;
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listOffset = 0;
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if (fnFocus != nullptr)
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fnFocus(selectedItem);
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#ifndef __SWITCH__
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SDL_StopTextInput(); // input is enabled by default
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#endif
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UiScrollbar *uiScrollbar = nullptr;
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for (const auto &item : items) {
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if (item->IsType(UiType::Edit)) {
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auto *pItemUIEdit = static_cast<UiEdit *>(item.get());
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SDL_SetTextInputRect(&item->m_rect);
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allowEmptyTextInput = pItemUIEdit->m_allowEmpty;
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#ifdef __SWITCH__
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switch_start_text_input(pItemUIEdit->m_hint, pItemUIEdit->m_value, pItemUIEdit->m_max_length);
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#elif defined(__vita__)
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vita_start_text_input(pItemUIEdit->m_hint, pItemUIEdit->m_value, pItemUIEdit->m_max_length);
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#elif defined(__3DS__)
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ctr_vkbdInput(pItemUIEdit->m_hint, pItemUIEdit->m_value, pItemUIEdit->m_value, pItemUIEdit->m_max_length);
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#else
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SDL_StartTextInput();
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#endif
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UiTextInputState.emplace(TextInputState::Options {
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.value = pItemUIEdit->m_value,
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.cursor = &pItemUIEdit->m_cursor,
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.maxLength = pItemUIEdit->m_max_length,
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});
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} else if (item->IsType(UiType::List)) {
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auto *uiList = static_cast<UiList *>(item.get());
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SelectedItemMax = std::max(uiList->m_vecItems.size() - 1, static_cast<size_t>(0));
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ListViewportSize = uiList->viewportSize;
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gUiList = uiList;
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if (selectedItem <= SelectedItemMax && HasAnyOf(uiList->GetItem(selectedItem)->uiFlags, UiFlags::NeedsNextElement))
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AdjustListOffset(selectedItem + 1);
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SpeakText(uiList->GetItem(selectedItem)->m_text);
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} else if (item->IsType(UiType::Scrollbar)) {
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uiScrollbar = static_cast<UiScrollbar *>(item.get());
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}
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}
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AdjustListOffset(selectedItem);
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if (uiScrollbar != nullptr) {
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if (ListViewportSize >= static_cast<std::size_t>(SelectedItemMax + 1)) {
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uiScrollbar->Hide();
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} else {
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uiScrollbar->Show();
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}
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}
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}
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void UiRenderListItems()
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{
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UiRenderItems(gUiItems);
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}
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void UiInitList_clear()
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{
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SelectedItem = 0;
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SelectedItemMax = 0;
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ListViewportSize = 1;
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gfnListFocus = nullptr;
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gfnListSelect = nullptr;
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gfnListEsc = nullptr;
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gfnFullscreen = nullptr;
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gfnListYesNo = nullptr;
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gUiList = nullptr;
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gUiItems.clear();
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UiItemsWraps = false;
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}
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void UiPlayMoveSound()
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{
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effects_play_sound(SfxID::MenuMove);
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}
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void UiPlaySelectSound()
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{
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effects_play_sound(SfxID::MenuSelect);
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}
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namespace {
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void UiFocus(std::size_t itemIndex, bool checkUp, bool ignoreItemsWraps = false)
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{
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if (SelectedItem == itemIndex)
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return;
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AdjustListOffset(itemIndex);
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const auto *pItem = gUiList->GetItem(itemIndex);
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while (HasAnyOf(pItem->uiFlags, UiFlags::ElementHidden | UiFlags::ElementDisabled)) {
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if (checkUp) {
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if (itemIndex > 0)
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itemIndex -= 1;
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else if (UiItemsWraps && !ignoreItemsWraps)
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itemIndex = SelectedItemMax;
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else
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checkUp = false;
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} else {
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if (itemIndex < SelectedItemMax)
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itemIndex += 1;
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else if (UiItemsWraps && !ignoreItemsWraps)
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itemIndex = 0;
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else
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checkUp = true;
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}
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pItem = gUiList->GetItem(itemIndex);
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}
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SpeakText(pItem->m_text);
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if (HasAnyOf(pItem->uiFlags, UiFlags::NeedsNextElement))
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AdjustListOffset(itemIndex + 1);
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AdjustListOffset(itemIndex);
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SelectedItem = itemIndex;
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UiPlayMoveSound();
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if (gfnListFocus != nullptr)
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gfnListFocus(itemIndex);
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}
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void UiFocusUp()
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{
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if (SelectedItem > 0)
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UiFocus(SelectedItem - 1, true);
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else if (UiItemsWraps)
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UiFocus(SelectedItemMax, true);
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}
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void UiFocusDown()
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{
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if (SelectedItem < SelectedItemMax)
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UiFocus(SelectedItem + 1, false);
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else if (UiItemsWraps)
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UiFocus(0, false);
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}
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// UiFocusPageUp/Down mimics the slightly weird behaviour of actual Diablo.
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void UiFocusPageUp()
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{
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if (listOffset == 0) {
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UiFocus(0, true, true);
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} else {
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const std::size_t relpos = SelectedItem - listOffset;
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std::size_t prevPageStart = SelectedItem - relpos;
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if (prevPageStart >= ListViewportSize)
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prevPageStart -= ListViewportSize;
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else
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prevPageStart = 0;
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AdjustListOffset(prevPageStart);
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UiFocus(listOffset + relpos, true, true);
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}
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}
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void UiFocusPageDown()
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{
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if (listOffset + ListViewportSize > static_cast<std::size_t>(SelectedItemMax)) {
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UiFocus(SelectedItemMax, false, true);
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} else {
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const std::size_t relpos = SelectedItem - listOffset;
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std::size_t nextPageEnd = SelectedItem + (ListViewportSize - relpos - 1);
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if (nextPageEnd + ListViewportSize <= static_cast<std::size_t>(SelectedItemMax))
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nextPageEnd += ListViewportSize;
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else
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nextPageEnd = SelectedItemMax;
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AdjustListOffset(nextPageEnd);
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UiFocus(listOffset + relpos, false, true);
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}
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}
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bool HandleMenuAction(MenuAction menuAction)
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{
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switch (menuAction) {
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case MenuAction_SELECT:
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UiFocusNavigationSelect();
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return true;
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case MenuAction_UP:
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UiFocusUp();
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return true;
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case MenuAction_DOWN:
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UiFocusDown();
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return true;
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case MenuAction_PAGE_UP:
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UiFocusPageUp();
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return true;
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case MenuAction_PAGE_DOWN:
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UiFocusPageDown();
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return true;
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case MenuAction_DELETE:
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UiFocusNavigationYesNo();
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return true;
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case MenuAction_BACK:
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if (gfnListEsc == nullptr)
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return false;
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UiFocusNavigationEsc();
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return true;
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default:
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return false;
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|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiOnBackgroundChange()
|
|
|
|
|
{
|
|
|
|
|
fadeTc = 0;
|
|
|
|
|
fadeValue = 0;
|
|
|
|
|
|
|
|
|
|
BlackPalette();
|
|
|
|
|
|
|
|
|
|
if (IsHardwareCursorEnabled() && ArtCursor && ControlDevice == ControlTypes::KeyboardAndMouse && GetCurrentCursorInfo().type() != CursorType::UserInterface) {
|
|
|
|
|
SetHardwareCursor(CursorInfo::UserInterfaceCursor());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SDL_FillRect(DiabloUiSurface(), nullptr, 0x000000);
|
|
|
|
|
if (DiabloUiSurface() == PalSurface)
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void UiFocusNavigation(SDL_Event *event)
|
|
|
|
|
{
|
|
|
|
|
switch (event->type) {
|
|
|
|
|
case SDL_KEYUP:
|
|
|
|
|
case SDL_MOUSEBUTTONUP:
|
|
|
|
|
case SDL_MOUSEMOTION:
|
|
|
|
|
#ifndef USE_SDL1
|
|
|
|
|
case SDL_MOUSEWHEEL:
|
|
|
|
|
#endif
|
|
|
|
|
case SDL_JOYBUTTONUP:
|
|
|
|
|
case SDL_JOYAXISMOTION:
|
|
|
|
|
case SDL_JOYBALLMOTION:
|
|
|
|
|
case SDL_JOYHATMOTION:
|
|
|
|
|
#ifndef USE_SDL1
|
|
|
|
|
case SDL_FINGERUP:
|
|
|
|
|
case SDL_FINGERMOTION:
|
|
|
|
|
case SDL_CONTROLLERBUTTONUP:
|
|
|
|
|
case SDL_CONTROLLERAXISMOTION:
|
|
|
|
|
case SDL_WINDOWEVENT:
|
|
|
|
|
#endif
|
|
|
|
|
case SDL_SYSWMEVENT:
|
|
|
|
|
mainmenu_restart_repintro();
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool menuActionHandled = false;
|
|
|
|
|
for (MenuAction menuAction : GetMenuActions(*event))
|
|
|
|
|
menuActionHandled |= HandleMenuAction(menuAction);
|
|
|
|
|
if (menuActionHandled)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
#if SDL_VERSION_ATLEAST(2, 0, 0)
|
|
|
|
|
if (event->type == SDL_MOUSEWHEEL) {
|
|
|
|
|
if (event->wheel.y > 0) {
|
|
|
|
|
UiFocusUp();
|
|
|
|
|
} else if (event->wheel.y < 0) {
|
|
|
|
|
UiFocusDown();
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
if (event->type == SDL_MOUSEBUTTONDOWN) {
|
|
|
|
|
switch (event->button.button) {
|
|
|
|
|
case SDL_BUTTON_WHEELUP:
|
|
|
|
|
UiFocusUp();
|
|
|
|
|
return;
|
|
|
|
|
case SDL_BUTTON_WHEELDOWN:
|
|
|
|
|
UiFocusDown();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
if (UiTextInputState.has_value() && HandleTextInputEvent(*event, *UiTextInputState)) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (event->type == SDL_MOUSEBUTTONDOWN || event->type == SDL_MOUSEBUTTONUP) {
|
|
|
|
|
if (UiItemMouseEvents(event, gUiItems))
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiHandleEvents(SDL_Event *event)
|
|
|
|
|
{
|
|
|
|
|
if (event->type == SDL_MOUSEMOTION) {
|
|
|
|
|
#ifdef USE_SDL1
|
|
|
|
|
OutputToLogical(&event->motion.x, &event->motion.y);
|
|
|
|
|
#endif
|
|
|
|
|
MousePosition = { event->motion.x, event->motion.y };
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (event->type == SDL_KEYDOWN && event->key.keysym.sym == SDLK_RETURN) {
|
|
|
|
|
const Uint8 *state = SDLC_GetKeyState();
|
|
|
|
|
if (state[SDLC_KEYSTATE_LALT] != 0 || state[SDLC_KEYSTATE_RALT] != 0) {
|
|
|
|
|
GetOptions().Graphics.fullscreen.SetValue(!IsFullScreen());
|
|
|
|
|
SaveOptions();
|
|
|
|
|
if (gfnFullscreen != nullptr)
|
|
|
|
|
gfnFullscreen();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (event->type == SDL_QUIT)
|
|
|
|
|
diablo_quit(0);
|
|
|
|
|
|
|
|
|
|
#ifndef USE_SDL1
|
|
|
|
|
HandleControllerAddedOrRemovedEvent(*event);
|
|
|
|
|
|
|
|
|
|
if (event->type == SDL_WINDOWEVENT) {
|
|
|
|
|
if (IsAnyOf(event->window.event, SDL_WINDOWEVENT_SHOWN, SDL_WINDOWEVENT_EXPOSED, SDL_WINDOWEVENT_RESTORED)) {
|
|
|
|
|
gbActive = true;
|
|
|
|
|
} else if (IsAnyOf(event->window.event, SDL_WINDOWEVENT_HIDDEN, SDL_WINDOWEVENT_MINIMIZED)) {
|
|
|
|
|
gbActive = false;
|
|
|
|
|
} else if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
|
|
|
|
|
// We reinitialize immediately (by calling `DoReinitializeHardwareCursor` instead of `ReinitializeHardwareCursor`)
|
|
|
|
|
// because the cursor's Enabled state may have changed, resulting in changes to visibility.
|
|
|
|
|
//
|
|
|
|
|
// For example, if the previous size was too large for a hardware cursor then it was invisible
|
|
|
|
|
// but may now become visible.
|
|
|
|
|
DoReinitializeHardwareCursor();
|
|
|
|
|
} else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST && *GetOptions().Gameplay.pauseOnFocusLoss) {
|
|
|
|
|
music_mute();
|
|
|
|
|
} else if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED && *GetOptions().Gameplay.pauseOnFocusLoss) {
|
|
|
|
|
diablo_focus_unpause();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
if (event->type == SDL_ACTIVEEVENT && (event->active.state & SDL_APPINPUTFOCUS) != 0) {
|
|
|
|
|
if (event->active.gain == 0)
|
|
|
|
|
music_mute();
|
|
|
|
|
else
|
|
|
|
|
diablo_focus_unpause();
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiFocusNavigationSelect()
|
|
|
|
|
{
|
|
|
|
|
UiPlaySelectSound();
|
|
|
|
|
if (UiTextInputState.has_value()) {
|
|
|
|
|
if (!allowEmptyTextInput && UiTextInputState->empty()) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
#ifndef __SWITCH__
|
|
|
|
|
SDL_StopTextInput();
|
|
|
|
|
#endif
|
|
|
|
|
UiTextInputState = std::nullopt;
|
|
|
|
|
}
|
|
|
|
|
if (gfnListSelect != nullptr)
|
|
|
|
|
gfnListSelect(SelectedItem);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiFocusNavigationEsc()
|
|
|
|
|
{
|
|
|
|
|
UiPlaySelectSound();
|
|
|
|
|
if (UiTextInputState.has_value()) {
|
|
|
|
|
#ifndef __SWITCH__
|
|
|
|
|
SDL_StopTextInput();
|
|
|
|
|
#endif
|
|
|
|
|
UiTextInputState = std::nullopt;
|
|
|
|
|
}
|
|
|
|
|
if (gfnListEsc != nullptr)
|
|
|
|
|
gfnListEsc();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiFocusNavigationYesNo()
|
|
|
|
|
{
|
|
|
|
|
if (gfnListYesNo == nullptr)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (gfnListYesNo())
|
|
|
|
|
UiPlaySelectSound();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
namespace {
|
|
|
|
|
|
|
|
|
|
bool IsInsideRect(const SDL_Event &event, const SDL_Rect &rect)
|
|
|
|
|
{
|
|
|
|
|
const SDL_Point point = { event.button.x, event.button.y };
|
|
|
|
|
return SDL_PointInRect(&point, &rect) == SDL_TRUE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadHeros()
|
|
|
|
|
{
|
|
|
|
|
constexpr unsigned PortraitHeight = 76;
|
|
|
|
|
ArtHero = LoadPcxSpriteList("ui_art\\heros", -static_cast<int>(PortraitHeight));
|
|
|
|
|
if (!ArtHero)
|
|
|
|
|
return;
|
|
|
|
|
const uint16_t numPortraits = ClxSpriteList { *ArtHero }.numSprites();
|
|
|
|
|
|
|
|
|
|
ArtHeroPortraitOrder = { 0, 1, 2, 2, 1, 0, 3 };
|
|
|
|
|
if (numPortraits >= 6) {
|
|
|
|
|
ArtHeroPortraitOrder[static_cast<std::size_t>(HeroClass::Monk)] = 3;
|
|
|
|
|
ArtHeroPortraitOrder[static_cast<std::size_t>(HeroClass::Bard)] = 4;
|
|
|
|
|
ArtHeroPortraitOrder[enum_size<HeroClass>::value] = 5;
|
|
|
|
|
}
|
|
|
|
|
if (numPortraits >= 7) {
|
|
|
|
|
ArtHeroPortraitOrder[static_cast<std::size_t>(HeroClass::Barbarian)] = 6;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (size_t i = 0; i <= enum_size<HeroClass>::value; ++i) {
|
|
|
|
|
char portraitPath[18];
|
|
|
|
|
*BufCopy(portraitPath, "ui_art\\hero", i) = '\0';
|
|
|
|
|
ArtHeroOverrides[i] = LoadPcx(portraitPath, /*transparentColor=*/std::nullopt, /*outPalette=*/nullptr, /*logError=*/false);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadUiGFX()
|
|
|
|
|
{
|
|
|
|
|
if (gbIsHellfire) {
|
|
|
|
|
ArtLogo = LoadPcxSpriteList("ui_art\\hf_logo2", /*numFrames=*/16, /*transparentColor=*/0);
|
|
|
|
|
} else {
|
|
|
|
|
ArtLogo = LoadPcxSpriteList("ui_art\\smlogo", /*numFrames=*/15, /*transparentColor=*/250);
|
|
|
|
|
}
|
|
|
|
|
DifficultyIndicator = LoadPcx("ui_art\\r1_gry", /*transparentColor=*/0);
|
|
|
|
|
ArtFocus[FOCUS_SMALL] = LoadPcxSpriteList("ui_art\\focus16", /*numFrames=*/8, /*transparentColor=*/250);
|
|
|
|
|
ArtFocus[FOCUS_MED] = LoadPcxSpriteList("ui_art\\focus", /*numFrames=*/8, /*transparentColor=*/250);
|
|
|
|
|
ArtFocus[FOCUS_BIG] = LoadPcxSpriteList("ui_art\\focus42", /*numFrames=*/8, /*transparentColor=*/250);
|
|
|
|
|
|
|
|
|
|
ArtCursor = LoadPcx("ui_art\\cursor", /*transparentColor=*/0);
|
|
|
|
|
|
|
|
|
|
LoadHeros();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
ClxSprite UiGetHeroDialogSprite(size_t heroClassIndex)
|
|
|
|
|
{
|
|
|
|
|
return ArtHeroOverrides[heroClassIndex]
|
|
|
|
|
? (*ArtHeroOverrides[heroClassIndex])[0]
|
|
|
|
|
: (*ArtHero)[ArtHeroPortraitOrder[heroClassIndex]];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UnloadUiGFX()
|
|
|
|
|
{
|
|
|
|
|
ArtHero = std::nullopt;
|
|
|
|
|
for (OptionalOwnedClxSpriteList &override : ArtHeroOverrides)
|
|
|
|
|
override = std::nullopt;
|
|
|
|
|
ArtCursor = std::nullopt;
|
|
|
|
|
for (auto &art : ArtFocus)
|
|
|
|
|
art = std::nullopt;
|
|
|
|
|
ArtLogo = std::nullopt;
|
|
|
|
|
DifficultyIndicator = std::nullopt;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiInitialize()
|
|
|
|
|
{
|
|
|
|
|
LoadUiGFX();
|
|
|
|
|
|
|
|
|
|
if (ArtCursor) {
|
|
|
|
|
if (SDL_ShowCursor(SDL_DISABLE) <= -1) {
|
|
|
|
|
ErrSdl();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiDestroy()
|
|
|
|
|
{
|
|
|
|
|
UnloadFonts();
|
|
|
|
|
UnloadUiGFX();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool UiValidPlayerName(std::string_view name)
|
|
|
|
|
{
|
|
|
|
|
if (name.empty())
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
// Currently only allow saving PlayerNameLength bytes as a player name, so if the name is too long we'd have to truncate it.
|
|
|
|
|
// That said the input buffer is only 16 bytes long...
|
|
|
|
|
if (name.size() > PlayerNameLength)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (name.find_first_of(",<>%&\\\"?*#/: ") != name.npos)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
// Only basic latin alphabet is supported for multiplayer characters to avoid rendering issues for players who do
|
|
|
|
|
// not have fonts.mpq installed
|
|
|
|
|
if (!c_all_of(name, IsBasicLatin))
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
std::string_view bannedNames[] = {
|
|
|
|
|
"gvdl",
|
|
|
|
|
"dvou",
|
|
|
|
|
"tiju",
|
|
|
|
|
"cjudi",
|
|
|
|
|
"bttipmf",
|
|
|
|
|
"ojhhfs",
|
|
|
|
|
"cmj{{bse",
|
|
|
|
|
"benjo",
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
std::string buffer { name };
|
|
|
|
|
for (char &character : buffer)
|
|
|
|
|
character++;
|
|
|
|
|
|
|
|
|
|
std::string_view tempName { buffer };
|
|
|
|
|
for (std::string_view bannedName : bannedNames) {
|
|
|
|
|
if (tempName.find(bannedName) != tempName.npos)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Sint16 GetCenterOffset(Sint16 w, Sint16 bw)
|
|
|
|
|
{
|
|
|
|
|
if (bw == 0) {
|
|
|
|
|
bw = gnScreenWidth;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return (bw - w) / 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiLoadDefaultPalette()
|
|
|
|
|
{
|
|
|
|
|
LoadPalette("ui_art\\diablo.pal", /*blend=*/false);
|
|
|
|
|
ApplyToneMapping(logical_palette, orig_palette, 256);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool UiLoadBlackBackground()
|
|
|
|
|
{
|
|
|
|
|
ArtBackground = std::nullopt;
|
|
|
|
|
UiLoadDefaultPalette();
|
|
|
|
|
UiOnBackgroundChange();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void LoadBackgroundArt(const char *pszFile, int frames)
|
|
|
|
|
{
|
|
|
|
|
ArtBackground = std::nullopt;
|
|
|
|
|
SDL_Color pPal[256];
|
|
|
|
|
ArtBackground = LoadPcxSpriteList(pszFile, static_cast<uint16_t>(frames), /*transparentColor=*/std::nullopt, pPal);
|
|
|
|
|
if (!ArtBackground)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
LoadPalInMem(pPal);
|
|
|
|
|
ApplyToneMapping(logical_palette, orig_palette, 256);
|
|
|
|
|
UiOnBackgroundChange();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiAddBackground(std::vector<std::unique_ptr<UiItemBase>> *vecDialog)
|
|
|
|
|
{
|
|
|
|
|
const SDL_Rect rect = MakeSdlRect(0, GetUIRectangle().position.y, 0, 0);
|
|
|
|
|
if (ArtBackgroundWidescreen) {
|
|
|
|
|
vecDialog->push_back(std::make_unique<UiImageClx>((*ArtBackgroundWidescreen)[0], rect, UiFlags::AlignCenter));
|
|
|
|
|
}
|
|
|
|
|
if (ArtBackground) {
|
|
|
|
|
vecDialog->push_back(std::make_unique<UiImageClx>((*ArtBackground)[0], rect, UiFlags::AlignCenter));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiAddLogo(std::vector<std::unique_ptr<UiItemBase>> *vecDialog, int y)
|
|
|
|
|
{
|
|
|
|
|
vecDialog->push_back(std::make_unique<UiImageAnimatedClx>(
|
|
|
|
|
*ArtLogo, MakeSdlRect(0, y, 0, 0), UiFlags::AlignCenter));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiFadeIn()
|
|
|
|
|
{
|
|
|
|
|
if (fadeValue < 256) {
|
|
|
|
|
if (fadeValue == 0 && fadeTc == 0)
|
|
|
|
|
fadeTc = SDL_GetTicks();
|
|
|
|
|
const int prevFadeValue = fadeValue;
|
|
|
|
|
fadeValue = static_cast<int>((SDL_GetTicks() - fadeTc) / 2.083); // 32 frames @ 60hz
|
|
|
|
|
if (fadeValue > 256) {
|
|
|
|
|
fadeValue = 256;
|
|
|
|
|
fadeTc = 0;
|
|
|
|
|
}
|
|
|
|
|
if (fadeValue != prevFadeValue) {
|
|
|
|
|
// We can skip hardware cursor update for fade level 0 (everything is black).
|
|
|
|
|
SetFadeLevel(fadeValue, /*updateHardwareCursor=*/fadeValue != 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (DiabloUiSurface() == PalSurface)
|
|
|
|
|
BltFast(nullptr, nullptr);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
namespace {
|
|
|
|
|
ClxSpriteList GetListSelectorSprites(int itemHeight)
|
|
|
|
|
{
|
|
|
|
|
int size;
|
|
|
|
|
if (itemHeight >= 42) {
|
|
|
|
|
size = FOCUS_BIG;
|
|
|
|
|
} else if (itemHeight >= 30) {
|
|
|
|
|
size = FOCUS_MED;
|
|
|
|
|
} else {
|
|
|
|
|
size = FOCUS_SMALL;
|
|
|
|
|
}
|
|
|
|
|
return *ArtFocus[size];
|
|
|
|
|
}
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void DrawSelector(const SDL_Rect &rect)
|
|
|
|
|
{
|
|
|
|
|
const ClxSpriteList sprites = GetListSelectorSprites(rect.h);
|
|
|
|
|
const ClxSprite sprite = sprites[GetAnimationFrame(sprites.numSprites())];
|
|
|
|
|
|
|
|
|
|
// TODO FOCUS_MED appears higher than the box
|
|
|
|
|
const int y = rect.y + (rect.h - static_cast<int>(sprite.height())) / 2;
|
|
|
|
|
|
|
|
|
|
const Surface &out = Surface(DiabloUiSurface());
|
|
|
|
|
RenderClxSprite(out, sprite, { rect.x, y });
|
|
|
|
|
RenderClxSprite(out, sprite, { rect.x + rect.w - sprite.width(), y });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiClearScreen()
|
|
|
|
|
{
|
|
|
|
|
if (!ArtBackground || gnScreenWidth > (*ArtBackground)[0].width() || gnScreenHeight > (*ArtBackground)[0].height())
|
|
|
|
|
SDL_FillRect(DiabloUiSurface(), nullptr, 0x000000);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiPollAndRender(std::optional<tl::function_ref<bool(SDL_Event &)>> eventHandler)
|
|
|
|
|
{
|
|
|
|
|
SDL_Event event;
|
|
|
|
|
while (PollEvent(&event) != 0) {
|
|
|
|
|
if (eventHandler && (*eventHandler)(event))
|
|
|
|
|
continue;
|
|
|
|
|
UiFocusNavigation(&event);
|
|
|
|
|
UiHandleEvents(&event);
|
|
|
|
|
}
|
|
|
|
|
HandleMenuAction(GetMenuHeldUpDownAction());
|
|
|
|
|
UiRenderListItems();
|
|
|
|
|
DrawMouse();
|
|
|
|
|
UiFadeIn();
|
|
|
|
|
|
|
|
|
|
// Must happen after at least one call to `UiFadeIn` with non-zero fadeValue.
|
|
|
|
|
// `UiFadeIn` calls `SetFadeLevel` which reinitializes the hardware cursor.
|
|
|
|
|
if (IsHardwareCursor() && fadeValue != 0)
|
|
|
|
|
SetHardwareCursorVisible(ControlDevice == ControlTypes::KeyboardAndMouse);
|
|
|
|
|
|
|
|
|
|
#ifdef __3DS__
|
|
|
|
|
// Keyboard blocks until input is finished
|
|
|
|
|
// so defer until after render and fade-in
|
|
|
|
|
ctr_vkbdFlush();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
discord_manager::UpdateMenu();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
namespace {
|
|
|
|
|
|
|
|
|
|
void Render(const UiText &uiText)
|
|
|
|
|
{
|
|
|
|
|
const Surface &out = Surface(DiabloUiSurface());
|
|
|
|
|
DrawString(out, uiText.GetText(), MakeRectangle(uiText.m_rect),
|
|
|
|
|
{ .flags = uiText.GetFlags() | UiFlags::FontSizeDialog });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Render(const UiArtText &uiArtText)
|
|
|
|
|
{
|
|
|
|
|
const Surface &out = Surface(DiabloUiSurface());
|
|
|
|
|
DrawString(out, uiArtText.GetText(), MakeRectangle(uiArtText.m_rect),
|
|
|
|
|
{ .flags = uiArtText.GetFlags(), .spacing = uiArtText.GetSpacing(), .lineHeight = uiArtText.GetLineHeight() });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Render(const UiImageClx &uiImage)
|
|
|
|
|
{
|
|
|
|
|
ClxSprite sprite = uiImage.sprite();
|
|
|
|
|
int x = uiImage.m_rect.x;
|
|
|
|
|
if (uiImage.isCentered()) {
|
|
|
|
|
x += GetCenterOffset(sprite.width(), uiImage.m_rect.w);
|
|
|
|
|
}
|
|
|
|
|
RenderClxSprite(Surface(DiabloUiSurface()), sprite, { x, uiImage.m_rect.y });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Render(const UiImageAnimatedClx &uiImage)
|
|
|
|
|
{
|
|
|
|
|
ClxSprite sprite = uiImage.sprite(GetAnimationFrame(uiImage.numFrames()));
|
|
|
|
|
int x = uiImage.m_rect.x;
|
|
|
|
|
if (uiImage.isCentered()) {
|
|
|
|
|
x += GetCenterOffset(sprite.width(), uiImage.m_rect.w);
|
|
|
|
|
}
|
|
|
|
|
RenderClxSprite(Surface(DiabloUiSurface()), sprite, { x, uiImage.m_rect.y });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Render(const UiArtTextButton &uiButton)
|
|
|
|
|
{
|
|
|
|
|
const Surface &out = Surface(DiabloUiSurface());
|
|
|
|
|
DrawString(out, uiButton.GetText(), MakeRectangle(uiButton.m_rect), { .flags = uiButton.GetFlags() });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Render(const UiList &uiList)
|
|
|
|
|
{
|
|
|
|
|
const Surface &out = Surface(DiabloUiSurface());
|
|
|
|
|
|
|
|
|
|
for (std::size_t i = listOffset; i < uiList.m_vecItems.size() && (i - listOffset) < ListViewportSize; ++i) {
|
|
|
|
|
const SDL_Rect rect = uiList.itemRect(static_cast<int>(i - listOffset));
|
|
|
|
|
const UiListItem &item = *uiList.GetItem(i);
|
|
|
|
|
if (i == SelectedItem)
|
|
|
|
|
DrawSelector(rect);
|
|
|
|
|
|
|
|
|
|
const Rectangle rectangle = MakeRectangle(rect).inset(
|
|
|
|
|
Displacement(GetListSelectorSprites(rect.h)[0].width(), 0));
|
|
|
|
|
|
|
|
|
|
const UiFlags uiFlags = uiList.GetFlags() | item.uiFlags;
|
|
|
|
|
const GameFontTables fontSize = GetFontSizeFromUiFlags(uiFlags);
|
|
|
|
|
std::string_view text = item.m_text.str();
|
|
|
|
|
while (GetLineWidth(text, fontSize, 1) > rectangle.size.width) {
|
|
|
|
|
text = std::string_view(text.data(), FindLastUtf8Symbols(text));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (item.args.empty()) {
|
|
|
|
|
DrawString(out, text, rectangle, { .flags = uiFlags, .spacing = uiList.GetSpacing() });
|
|
|
|
|
} else {
|
|
|
|
|
DrawStringWithColors(out, text, item.args, rectangle, { .flags = uiFlags, .spacing = uiList.GetSpacing() });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Render(const UiScrollbar &uiSb)
|
|
|
|
|
{
|
|
|
|
|
const Surface out = Surface(DiabloUiSurface());
|
|
|
|
|
|
|
|
|
|
// Bar background (tiled):
|
|
|
|
|
{
|
|
|
|
|
const int bgY = uiSb.m_rect.y + uiSb.m_arrow[0].height();
|
|
|
|
|
const int bgH = DownArrowRect(uiSb).y - bgY;
|
|
|
|
|
const Surface backgroundOut = out.subregion(uiSb.m_rect.x, bgY, ScrollBarBgWidth, bgH);
|
|
|
|
|
int y = 0;
|
|
|
|
|
while (y < bgH) {
|
|
|
|
|
RenderClxSprite(backgroundOut, uiSb.m_bg, { 0, y });
|
|
|
|
|
y += uiSb.m_bg.height();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Arrows:
|
|
|
|
|
{
|
|
|
|
|
const SDL_Rect rect = UpArrowRect(uiSb);
|
|
|
|
|
const auto frame = static_cast<uint16_t>(scrollBarState.upArrowPressed ? ScrollBarArrowFrame_UP_ACTIVE : ScrollBarArrowFrame_UP);
|
|
|
|
|
RenderClxSprite(out.subregion(rect.x, 0, ScrollBarArrowWidth, out.h()), uiSb.m_arrow[frame], { 0, rect.y });
|
|
|
|
|
}
|
|
|
|
|
{
|
|
|
|
|
const SDL_Rect rect = DownArrowRect(uiSb);
|
|
|
|
|
const auto frame = static_cast<uint16_t>(scrollBarState.downArrowPressed ? ScrollBarArrowFrame_DOWN_ACTIVE : ScrollBarArrowFrame_DOWN);
|
|
|
|
|
RenderClxSprite(out.subregion(rect.x, 0, ScrollBarArrowWidth, out.h()), uiSb.m_arrow[frame], { 0, rect.y });
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Thumb:
|
|
|
|
|
if (SelectedItemMax > 0) {
|
|
|
|
|
const SDL_Rect rect = ThumbRect(uiSb, SelectedItem, SelectedItemMax + 1);
|
|
|
|
|
RenderClxSprite(out, uiSb.m_thumb, { rect.x, rect.y });
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Render(const UiEdit &uiEdit)
|
|
|
|
|
{
|
|
|
|
|
DrawSelector(uiEdit.m_rect);
|
|
|
|
|
|
|
|
|
|
// To simulate padding we inset the region used to draw text in an edit control
|
|
|
|
|
Rectangle rect = MakeRectangle(uiEdit.m_rect).inset({ 43, 1 });
|
|
|
|
|
|
|
|
|
|
const Surface &out = Surface(DiabloUiSurface());
|
|
|
|
|
DrawString(out, uiEdit.m_value, rect,
|
|
|
|
|
{
|
|
|
|
|
.flags = uiEdit.GetFlags(),
|
|
|
|
|
.cursorPosition = static_cast<int>(uiEdit.m_cursor.position),
|
|
|
|
|
.highlightRange = { static_cast<int>(uiEdit.m_cursor.selection.begin), static_cast<int>(uiEdit.m_cursor.selection.end) },
|
|
|
|
|
.highlightColor = 126,
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool HandleMouseEventArtTextButton(const SDL_Event &event, const UiArtTextButton *uiButton)
|
|
|
|
|
{
|
|
|
|
|
if (event.type != SDL_MOUSEBUTTONUP || event.button.button != SDL_BUTTON_LEFT) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uiButton->Activate();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef USE_SDL1
|
|
|
|
|
Uint32 dbClickTimer;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
bool HandleMouseEventList(const SDL_Event &event, UiList *uiList)
|
|
|
|
|
{
|
|
|
|
|
if (event.button.button != SDL_BUTTON_LEFT)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
if (event.type != SDL_MOUSEBUTTONUP && event.type != SDL_MOUSEBUTTONDOWN)
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
std::size_t index = uiList->indexAt(event.button.y);
|
|
|
|
|
if (event.type == SDL_MOUSEBUTTONDOWN) {
|
|
|
|
|
uiList->Press(index);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (event.type == SDL_MOUSEBUTTONUP && !uiList->IsPressed(index))
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
index += listOffset;
|
|
|
|
|
|
|
|
|
|
if (gfnListFocus != nullptr && SelectedItem != index) {
|
|
|
|
|
UiFocus(index, true, false);
|
|
|
|
|
#ifdef USE_SDL1
|
|
|
|
|
dbClickTimer = SDL_GetTicks();
|
|
|
|
|
} else if (gfnListFocus == NULL || dbClickTimer + 500 >= SDL_GetTicks()) {
|
|
|
|
|
#else
|
|
|
|
|
} else if (gfnListFocus == nullptr || event.button.clicks >= 2) {
|
|
|
|
|
#endif
|
|
|
|
|
if (HasAnyOf(uiList->GetItem(index)->uiFlags, UiFlags::ElementHidden | UiFlags::ElementDisabled))
|
|
|
|
|
return false;
|
|
|
|
|
SelectedItem = index;
|
|
|
|
|
UiFocusNavigationSelect();
|
|
|
|
|
#ifdef USE_SDL1
|
|
|
|
|
} else {
|
|
|
|
|
dbClickTimer = SDL_GetTicks();
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool HandleMouseEventScrollBar(const SDL_Event &event, const UiScrollbar *uiSb)
|
|
|
|
|
{
|
|
|
|
|
if (event.button.button != SDL_BUTTON_LEFT)
|
|
|
|
|
return false;
|
|
|
|
|
if (event.type == SDL_MOUSEBUTTONUP) {
|
|
|
|
|
if (scrollBarState.upArrowPressed && IsInsideRect(event, UpArrowRect(*uiSb))) {
|
|
|
|
|
UiFocusUp();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (scrollBarState.downArrowPressed && IsInsideRect(event, DownArrowRect(*uiSb))) {
|
|
|
|
|
UiFocusDown();
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
} else if (event.type == SDL_MOUSEBUTTONDOWN) {
|
|
|
|
|
if (IsInsideRect(event, BarRect(*uiSb))) {
|
|
|
|
|
// Scroll up or down based on thumb position.
|
|
|
|
|
const SDL_Rect thumbRect = ThumbRect(*uiSb, SelectedItem, SelectedItemMax + 1);
|
|
|
|
|
if (event.button.y < thumbRect.y) {
|
|
|
|
|
UiFocusPageUp();
|
|
|
|
|
} else if (event.button.y > thumbRect.y + thumbRect.h) {
|
|
|
|
|
UiFocusPageDown();
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (IsInsideRect(event, UpArrowRect(*uiSb))) {
|
|
|
|
|
scrollBarState.upArrowPressed = true;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
if (IsInsideRect(event, DownArrowRect(*uiSb))) {
|
|
|
|
|
scrollBarState.downArrowPressed = true;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool HandleMouseEvent(const SDL_Event &event, UiItemBase *item)
|
|
|
|
|
{
|
|
|
|
|
if (item->IsNotInteractive() || !IsInsideRect(event, item->m_rect))
|
|
|
|
|
return false;
|
|
|
|
|
switch (item->GetType()) {
|
|
|
|
|
case UiType::ArtTextButton:
|
|
|
|
|
return HandleMouseEventArtTextButton(event, static_cast<UiArtTextButton *>(item));
|
|
|
|
|
case UiType::Button:
|
|
|
|
|
return HandleMouseEventButton(event, static_cast<UiButton *>(item));
|
|
|
|
|
case UiType::List:
|
|
|
|
|
return HandleMouseEventList(event, static_cast<UiList *>(item));
|
|
|
|
|
case UiType::Scrollbar:
|
|
|
|
|
return HandleMouseEventScrollBar(event, static_cast<UiScrollbar *>(item));
|
|
|
|
|
default:
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace
|
|
|
|
|
|
|
|
|
|
void LoadPalInMem(const SDL_Color *pPal)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < 256; i++) {
|
|
|
|
|
orig_palette[i] = pPal[i];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiRenderItem(const UiItemBase &item)
|
|
|
|
|
{
|
|
|
|
|
if (item.IsHidden())
|
|
|
|
|
return;
|
|
|
|
|
switch (item.GetType()) {
|
|
|
|
|
case UiType::Text:
|
|
|
|
|
Render(static_cast<const UiText &>(item));
|
|
|
|
|
break;
|
|
|
|
|
case UiType::ArtText:
|
|
|
|
|
Render(static_cast<const UiArtText &>(item));
|
|
|
|
|
break;
|
|
|
|
|
case UiType::ImageClx:
|
|
|
|
|
Render(static_cast<const UiImageClx &>(item));
|
|
|
|
|
break;
|
|
|
|
|
case UiType::ImageAnimatedClx:
|
|
|
|
|
Render(static_cast<const UiImageAnimatedClx &>(item));
|
|
|
|
|
break;
|
|
|
|
|
case UiType::ArtTextButton:
|
|
|
|
|
Render(static_cast<const UiArtTextButton &>(item));
|
|
|
|
|
break;
|
|
|
|
|
case UiType::Button:
|
|
|
|
|
RenderButton(static_cast<const UiButton &>(item));
|
|
|
|
|
break;
|
|
|
|
|
case UiType::List:
|
|
|
|
|
Render(static_cast<const UiList &>(item));
|
|
|
|
|
break;
|
|
|
|
|
case UiType::Scrollbar:
|
|
|
|
|
Render(static_cast<const UiScrollbar &>(item));
|
|
|
|
|
break;
|
|
|
|
|
case UiType::Edit:
|
|
|
|
|
Render(static_cast<const UiEdit &>(item));
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiRenderItems(const std::vector<UiItemBase *> &items)
|
|
|
|
|
{
|
|
|
|
|
for (const UiItemBase *item : items)
|
|
|
|
|
UiRenderItem(*item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void UiRenderItems(const std::vector<std::unique_ptr<UiItemBase>> &items)
|
|
|
|
|
{
|
|
|
|
|
for (const std::unique_ptr<UiItemBase> &item : items)
|
|
|
|
|
UiRenderItem(*item);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool UiItemMouseEvents(SDL_Event *event, const std::vector<UiItemBase *> &items)
|
|
|
|
|
{
|
|
|
|
|
if (items.empty()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// In SDL2 mouse events already use logical coordinates.
|
|
|
|
|
#ifdef USE_SDL1
|
|
|
|
|
OutputToLogical(&event->button.x, &event->button.y);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
bool handled = false;
|
|
|
|
|
for (const auto &item : items) {
|
|
|
|
|
if (HandleMouseEvent(*event, item)) {
|
|
|
|
|
handled = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (event->type == SDL_MOUSEBUTTONUP && event->button.button == SDL_BUTTON_LEFT) {
|
|
|
|
|
scrollBarState.downArrowPressed = scrollBarState.upArrowPressed = false;
|
|
|
|
|
for (const auto &item : items) {
|
|
|
|
|
if (item->IsType(UiType::Button)) {
|
|
|
|
|
HandleGlobalMouseUpButton(static_cast<UiButton *>(item));
|
|
|
|
|
} else if (item->IsType(UiType::List)) {
|
|
|
|
|
static_cast<UiList *>(item)->Release();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return handled;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool UiItemMouseEvents(SDL_Event *event, const std::vector<std::unique_ptr<UiItemBase>> &items)
|
|
|
|
|
{
|
|
|
|
|
if (items.empty()) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// In SDL2 mouse events already use logical coordinates.
|
|
|
|
|
#ifdef USE_SDL1
|
|
|
|
|
OutputToLogical(&event->button.x, &event->button.y);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
bool handled = false;
|
|
|
|
|
for (const auto &item : items) {
|
|
|
|
|
if (HandleMouseEvent(*event, item.get())) {
|
|
|
|
|
handled = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (event->type == SDL_MOUSEBUTTONUP && event->button.button == SDL_BUTTON_LEFT) {
|
|
|
|
|
scrollBarState.downArrowPressed = scrollBarState.upArrowPressed = false;
|
|
|
|
|
for (const auto &item : items) {
|
|
|
|
|
if (item->IsType(UiType::Button)) {
|
|
|
|
|
HandleGlobalMouseUpButton(static_cast<UiButton *>(item.get()));
|
|
|
|
|
} else if (item->IsType(UiType::List)) {
|
|
|
|
|
static_cast<UiList *>(item.get())->Release();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return handled;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DrawMouse()
|
|
|
|
|
{
|
|
|
|
|
if (ControlDevice != ControlTypes::KeyboardAndMouse || IsHardwareCursor() || !ArtCursor)
|
|
|
|
|
return;
|
|
|
|
|
RenderClxSprite(Surface(DiabloUiSurface()), (*ArtCursor)[0], MousePosition);
|
|
|
|
|
}
|
|
|
|
|
} // namespace devilution
|