#include "DiabloUI/button.h" #include "DiabloUI/diabloui.h" #include "engine/clx_sprite.hpp" #include "engine/load_pcx.hpp" #include "engine/render/clx_render.hpp" #include "engine/render/text_render.hpp" #include "utils/display.h" namespace devilution { namespace { OptionalOwnedClxSpriteList ButtonSprites; } // namespace void LoadDialogButtonGraphics() { ButtonSprites = LoadPcxSpriteList("ui_art\\dvl_but_sml.pcx", 2); if (!ButtonSprites) { ButtonSprites = LoadPcxSpriteList("ui_art\\but_sml.pcx", 15); } } void FreeDialogButtonGraphics() { ButtonSprites = std::nullopt; } ClxSprite ButtonSprite(bool pressed) { return (*ButtonSprites)[pressed ? 1 : 0]; } void RenderButton(UiButton *button) { const Surface &out = Surface(DiabloUiSurface()).subregion(button->m_rect.x, button->m_rect.y, button->m_rect.w, button->m_rect.h); RenderClxSprite(out, ButtonSprite(button->IsPressed()), { 0, 0 }); Rectangle textRect { { 0, 0 }, { button->m_rect.w, button->m_rect.h } }; if (!button->IsPressed()) { --textRect.position.y; } DrawString(out, button->GetText(), 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: if (button->IsPressed()) { button->Activate(); return true; } return false; case SDL_MOUSEBUTTONDOWN: button->Press(); return true; default: return false; } } void HandleGlobalMouseUpButton(UiButton *button) { button->Release(); } } // namespace devilution