doodle/pkg/modal/end_level.go

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package modal
import (
"fmt"
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"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/savegame"
"git.kirsle.net/SketchyMaze/doodle/pkg/sprites"
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"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// ConfigEndLevel sets options for the EndLevel modal.
type ConfigEndLevel struct {
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Engine render.Engine
Success bool // false = failure condition
// Handler functions - what you don't define will not
// show as buttons in the modal. Buttons display priority
// is as follows these docs in the source code.
OnNextLevel func() // Next Level (victory window)
OnRetryCheckpoint func() // Retry from Checkpoint (failed)
OnPityNextLevel func() // Pity "Next Level" (Azulian Tag)
OnRestartLevel func() // Restart Level
OnEditLevel func() // Edit Level (if came from editor)
OnExitToMenu func() // Exit to Menu
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// Set these values to show the "New Record!" part of the modal.
NewRecord bool
IsPerfect bool
TimeElapsed time.Duration
}
// EndLevel shows the End Level modal.
func EndLevel(cfg ConfigEndLevel, title, message string, args ...interface{}) *Modal {
if !ready {
panic("modal.EndLevel(): not ready")
} else if current != nil {
return current
}
// Reset the supervisor.
supervisor = ui.NewSupervisor()
m := &Modal{
title: title,
message: fmt.Sprintf(message, args...),
}
m.window = makeEndLevel(m, cfg)
center(m.window)
current = m
return m
}
// makeEndLevel creates the ui.Window for the Confirm modal.
func makeEndLevel(m *Modal, cfg ConfigEndLevel) *ui.Window {
win := ui.NewWindow("EndLevel")
_, title := win.TitleBar()
title.TextVariable = &m.title
msgFrame := ui.NewFrame("Confirm Message")
win.Pack(msgFrame, ui.Pack{
Side: ui.N,
})
msg := ui.NewLabel(ui.Label{
TextVariable: &m.message,
Font: balance.UIFont,
})
msgFrame.Pack(msg, ui.Pack{
Side: ui.N,
})
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// New Record frame.
if cfg.NewRecord {
// Get the gold or silver sprite.
var (
coin = balance.SilverCoin
recordFont = balance.NewRecordFont
)
if cfg.IsPerfect {
coin = balance.GoldCoin
recordFont = balance.NewRecordPerfectFont
}
recordFrame := ui.NewFrame("New Record")
msgFrame.Pack(recordFrame, ui.Pack{
Side: ui.N,
})
header := ui.NewLabel(ui.Label{
Text: "A New Record!",
Font: recordFont,
})
recordFrame.Pack(header, ui.Pack{
Side: ui.N,
FillX: true,
})
// A frame to hold the icon and duration elapsed.
timeFrame := ui.NewFrame("Time Frame")
recordFrame.Pack(timeFrame, ui.Pack{
Side: ui.N,
})
// Show the coin image.
if cfg.Engine != nil {
img, err := sprites.LoadImage(cfg.Engine, coin)
if err != nil {
log.Error("Couldn't load %s: %s", coin, err)
} else {
timeFrame.Pack(img, ui.Pack{
Side: ui.W,
})
}
}
// Show the time duration label.
dur := ui.NewLabel(ui.Label{
Text: savegame.FormatDuration(cfg.TimeElapsed),
Font: balance.MenuFont,
})
timeFrame.Pack(dur, ui.Pack{
Side: ui.W,
})
}
// Ok/Cancel button bar.
btnBar := ui.NewFrame("Button Bar")
msgFrame.Pack(btnBar, ui.Pack{
Side: ui.N,
PadY: 4,
})
var buttons []*ui.Button
var primaryFunc func()
for _, btn := range []struct {
Label string
F func()
}{
{
Label: "Next Level",
F: cfg.OnNextLevel,
},
{
Label: "Retry from Checkpoint",
F: cfg.OnRetryCheckpoint,
},
{
Label: "Restart Level",
F: cfg.OnRestartLevel,
},
{
Label: "Next Level",
F: cfg.OnPityNextLevel,
},
{
Label: "Edit Level",
F: cfg.OnEditLevel,
},
{
Label: "Exit to Menu",
F: cfg.OnExitToMenu,
},
} {
btn := btn
if btn.F == nil {
continue
}
if primaryFunc == nil {
primaryFunc = btn.F
}
button := ui.NewButton(btn.Label+"Button", ui.NewLabel(ui.Label{
Text: btn.Label,
Font: balance.MenuFont,
}))
button.Handle(ui.Click, func(ed ui.EventData) error {
m.Dismiss(false)
btn.F()
return nil
})
button.Compute(engine)
buttons = append(buttons, button)
supervisor.Add(button)
btnBar.Pack(button, ui.Pack{
Side: ui.N,
PadY: 2,
FillX: true,
})
// // Make a new row of buttons?
// if i > 0 && i%3 == 0 {
// btnBar = ui.NewFrame("Button Bar")
// msgFrame.Pack(btnBar, ui.Pack{
// Side: ui.N,
// PadY: 0,
// })
// }
}
// Mark the first button the primary button.
if primaryFunc != nil {
m.Then(primaryFunc)
}
buttons[0].SetStyle(&balance.ButtonPrimary)
win.Compute(engine)
win.Supervise(supervisor)
return win
}