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#include "DiabloUI/diabloui.h"
#include <algorithm>
#include <cstdint>
#include <memory>
#include <optional>
#include <string>
#include "DiabloUI/button.h"
#include "DiabloUI/dialogs.h"
#include "DiabloUI/scrollbar.h"
#include "DiabloUI/text_input.hpp"
#include "controls/controller.h"
#include "controls/input.h"
#include "controls/menu_controls.h"
#include "controls/plrctrls.h"
#include "diablo.h"
#include "discord/discord.h"
#include "engine/assets.hpp"
#include "engine/clx_sprite.hpp"
#include "engine/dx.h"
#include "engine/load_pcx.hpp"
#include "engine/render/clx_render.hpp"
#include "hwcursor.hpp"
#include "utils/algorithm/container.hpp"
#include "utils/display.h"
#include "utils/is_of.hpp"
#include "utils/language.h"
#include "utils/log.hpp"
#include "utils/pcx_to_clx.hpp"
#include "utils/screen_reader.hpp"
#include "utils/sdl_compat.h"
#include "utils/sdl_geometry.h"
#include "utils/sdl_ptrs.h"
#include "utils/sdl_wrap.h"
#include "utils/str_cat.hpp"
#include "utils/stubs.h"
#include "utils/utf8.hpp"
#ifdef __SWITCH__
// for virtual keyboard on Switch
#include "platform/switch/keyboard.h"
#endif
#ifdef __vita__
// for virtual keyboard on Vita
#include "platform/vita/keyboard.h"
#endif
#ifdef __3DS__
// for virtual keyboard on 3DS
#include "platform/ctr/keyboard.h"
#endif
namespace devilution {
OptionalOwnedClxSpriteList ArtLogo;
OptionalOwnedClxSpriteList DifficultyIndicator;
std::array<OptionalOwnedClxSpriteList, 3> ArtFocus;
OptionalOwnedClxSpriteList ArtBackgroundWidescreen;
OptionalOwnedClxSpriteList ArtBackground;
OptionalOwnedClxSpriteList ArtCursor;
std::size_t SelectedItem = 0;
namespace {
OptionalOwnedClxSpriteList ArtHero;
std::array<uint8_t, enum_size<HeroClass>::value + 1> ArtHeroPortraitOrder;
std::array<OptionalOwnedClxSpriteList, enum_size<HeroClass>::value + 1> ArtHeroOverrides;
std::size_t SelectedItemMax;
std::size_t ListViewportSize = 1;
std::size_t listOffset = 0;
void (*gfnListFocus)(size_t value);
void (*gfnListSelect)(size_t value);
void (*gfnListEsc)();
void (*gfnFullscreen)();
bool (*gfnListYesNo)();
std::vector<UiItemBase *> gUiItems;
UiList *gUiList = nullptr;
bool UiItemsWraps;
std::optional<TextInputState> UiTextInputState;
bool allowEmptyTextInput = false;
uint32_t fadeTc;
int fadeValue = 0;
struct ScrollBarState {
bool upArrowPressed;
bool downArrowPressed;
ScrollBarState()
{
upArrowPressed = false;
downArrowPressed = false;
}
} scrollBarState;
void AdjustListOffset(std::size_t itemIndex)
{
if (itemIndex >= listOffset + ListViewportSize)
listOffset = itemIndex - (ListViewportSize - 1);
if (itemIndex < listOffset)
listOffset = itemIndex;
}
} // namespace
bool IsTextInputActive()
{
return UiTextInputState.has_value();
}
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*/)
{
SelectedItem = selectedItem;
SelectedItemMax = 0;
ListViewportSize = 0;
gfnListFocus = fnFocus;
gfnListSelect = fnSelect;
gfnListEsc = fnEsc;
gfnFullscreen = fnFullscreen;
gfnListYesNo = fnYesNo;
gUiItems.clear();
for (const auto &item : items)
gUiItems.push_back(item.get());
UiItemsWraps = itemsWraps;
listOffset = 0;
if (fnFocus != nullptr)
fnFocus(selectedItem);
#ifndef __SWITCH__
SDL_StopTextInput(); // input is enabled by default
#endif
UiScrollbar *uiScrollbar = nullptr;
for (const auto &item : items) {
if (item->IsType(UiType::Edit)) {
auto *pItemUIEdit = static_cast<UiEdit *>(item.get());
SDL_SetTextInputRect(&item->m_rect);
allowEmptyTextInput = pItemUIEdit->m_allowEmpty;
#ifdef __SWITCH__
switch_start_text_input(pItemUIEdit->m_hint, pItemUIEdit->m_value, pItemUIEdit->m_max_length);
#elif defined(__vita__)
vita_start_text_input(pItemUIEdit->m_hint, pItemUIEdit->m_value, pItemUIEdit->m_max_length);
#elif defined(__3DS__)
ctr_vkbdInput(pItemUIEdit->m_hint, pItemUIEdit->m_value, pItemUIEdit->m_value, pItemUIEdit->m_max_length);
#else
SDL_StartTextInput();
#endif
UiTextInputState.emplace(TextInputState::Options {
.value = pItemUIEdit->m_value,
.cursor = &pItemUIEdit->m_cursor,
.maxLength = pItemUIEdit->m_max_length,
});
} else if (item->IsType(UiType::List)) {
auto *uiList = static_cast<UiList *>(item.get());
SelectedItemMax = std::max(uiList->m_vecItems.size() - 1, static_cast<size_t>(0));
ListViewportSize = uiList->viewportSize;
gUiList = uiList;
if (selectedItem <= SelectedItemMax && HasAnyOf(uiList->GetItem(selectedItem)->uiFlags, UiFlags::NeedsNextElement))
AdjustListOffset(selectedItem + 1);
SpeakText(uiList->GetItem(selectedItem)->m_text);
} else if (item->IsType(UiType::Scrollbar)) {
uiScrollbar = static_cast<UiScrollbar *>(item.get());
}
}
AdjustListOffset(selectedItem);
if (uiScrollbar != nullptr) {
if (ListViewportSize >= static_cast<std::size_t>(SelectedItemMax + 1)) {
uiScrollbar->Hide();
} else {
uiScrollbar->Show();
}
}
}
void UiRenderListItems()
{
UiRenderItems(gUiItems);
}
void UiInitList_clear()
{
SelectedItem = 0;
SelectedItemMax = 0;
ListViewportSize = 1;
gfnListFocus = nullptr;
gfnListSelect = nullptr;
gfnListEsc = nullptr;
gfnFullscreen = nullptr;
gfnListYesNo = nullptr;
gUiList = nullptr;
gUiItems.clear();
UiItemsWraps = false;
}
void UiPlayMoveSound()
{
effects_play_sound(SfxID::MenuMove);
}
void UiPlaySelectSound()
{
effects_play_sound(SfxID::MenuSelect);
}
namespace {
void UiFocus(std::size_t itemIndex, bool checkUp, bool ignoreItemsWraps = false)
{
if (SelectedItem == itemIndex)
return;
AdjustListOffset(itemIndex);
const auto *pItem = gUiList->GetItem(itemIndex);
while (HasAnyOf(pItem->uiFlags, UiFlags::ElementHidden | UiFlags::ElementDisabled)) {
if (checkUp) {
if (itemIndex > 0)
itemIndex -= 1;
else if (UiItemsWraps && !ignoreItemsWraps)
itemIndex = SelectedItemMax;
else
checkUp = false;
} else {
if (itemIndex < SelectedItemMax)
itemIndex += 1;
else if (UiItemsWraps && !ignoreItemsWraps)
itemIndex = 0;
else
checkUp = true;
}
pItem = gUiList->GetItem(itemIndex);
}
SpeakText(pItem->m_text);
if (HasAnyOf(pItem->uiFlags, UiFlags::NeedsNextElement))
AdjustListOffset(itemIndex + 1);
AdjustListOffset(itemIndex);
SelectedItem = itemIndex;
UiPlayMoveSound();
if (gfnListFocus != nullptr)
gfnListFocus(itemIndex);
}
void UiFocusUp()
{
if (SelectedItem > 0)
UiFocus(SelectedItem - 1, true);
else if (UiItemsWraps)
UiFocus(SelectedItemMax, true);
}
void UiFocusDown()
{
if (SelectedItem < SelectedItemMax)
UiFocus(SelectedItem + 1, false);
else if (UiItemsWraps)
UiFocus(0, false);
}
// UiFocusPageUp/Down mimics the slightly weird behaviour of actual Diablo.
void UiFocusPageUp()
{
if (listOffset == 0) {
UiFocus(0, true, true);
} else {
const std::size_t relpos = SelectedItem - listOffset;
std::size_t prevPageStart = SelectedItem - relpos;
if (prevPageStart >= ListViewportSize)
prevPageStart -= ListViewportSize;
else
prevPageStart = 0;
AdjustListOffset(prevPageStart);
UiFocus(listOffset + relpos, true, true);
}
}
void UiFocusPageDown()
{
if (listOffset + ListViewportSize > static_cast<std::size_t>(SelectedItemMax)) {
UiFocus(SelectedItemMax, false, true);
} else {
const std::size_t relpos = SelectedItem - listOffset;
std::size_t nextPageEnd = SelectedItem + (ListViewportSize - relpos - 1);
if (nextPageEnd + ListViewportSize <= static_cast<std::size_t>(SelectedItemMax))
nextPageEnd += ListViewportSize;
else
nextPageEnd = SelectedItemMax;
AdjustListOffset(nextPageEnd);
UiFocus(listOffset + relpos, false, true);
}
}
bool HandleMenuAction(MenuAction menuAction)
{
switch (menuAction) {
case MenuAction_SELECT:
UiFocusNavigationSelect();
return true;
case MenuAction_UP:
UiFocusUp();
return true;
case MenuAction_DOWN:
UiFocusDown();
return true;
case MenuAction_PAGE_UP:
UiFocusPageUp();
return true;
case MenuAction_PAGE_DOWN:
UiFocusPageDown();
return true;
case MenuAction_DELETE:
UiFocusNavigationYesNo();
return true;
case MenuAction_BACK:
if (gfnListEsc == nullptr)
return false;
UiFocusNavigationEsc();
return true;
default:
return false;
}
}
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) {
sgOptions.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 && *sgOptions.Gameplay.pauseOnFocusLoss) {
music_mute();
} else if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED && *sgOptions.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(gbIsHellfire ? "ui_art\\hellfire.pal" : "ui_art\\diablo.pal", /*blend=*/false);
ApplyGamma(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);
ApplyGamma(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)
{
vecDialog->push_back(std::make_unique<UiImageAnimatedClx>(
*ArtLogo, MakeSdlRect(0, GetUIRectangle().position.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();
}
void DrawSelector(const SDL_Rect &rect)
{
int size = FOCUS_SMALL;
if (rect.h >= 42)
size = FOCUS_BIG;
else if (rect.h >= 30)
size = FOCUS_MED;
const ClxSpriteList sprites = *ArtFocus[size];
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) {
SDL_Rect rect = uiList.itemRect(static_cast<int>(i - listOffset));
const UiListItem &item = *uiList.GetItem(i);
if (i == SelectedItem)
DrawSelector(rect);
Rectangle rectangle = MakeRectangle(rect);
if (item.args.empty()) {
DrawString(out, item.m_text, rectangle,
{ .flags = uiList.GetFlags() | item.uiFlags, .spacing = uiList.GetSpacing() });
} else {
DrawStringWithColors(out, item.m_text, item.args, rectangle,
{ .flags = uiList.GetFlags() | item.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