2020-09-02 03:54:58 +00:00
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package windows
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import (
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/log"
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2020-09-02 03:54:58 +00:00
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"git.kirsle.net/apps/doodle/pkg/native"
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2021-06-20 05:14:41 +00:00
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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2020-09-02 03:54:58 +00:00
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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"git.kirsle.net/go/ui/style"
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2020-09-02 03:54:58 +00:00
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)
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// Settings window.
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type Settings struct {
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// Settings passed in by doodle
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Supervisor *ui.Supervisor
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Engine render.Engine
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// Boolean bindings.
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DebugOverlay *bool
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DebugCollision *bool
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HorizontalToolbars *bool
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// Configuration options.
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SceneName string // name of scene which called this window
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ActiveTab string // specify the tab to open
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OnApply func()
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}
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// MakeSettingsWindow initializes a settings window for any scene.
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// The window width/height are the actual SDL2 window dimensions.
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func MakeSettingsWindow(windowWidth, windowHeight int, cfg Settings) *ui.Window {
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win := NewSettingsWindow(cfg)
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win.Compute(cfg.Engine)
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win.Supervise(cfg.Supervisor)
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// Center the window.
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size := win.Size()
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win.MoveTo(render.Point{
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X: (windowWidth / 2) - (size.W / 2),
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Y: (windowHeight / 2) - (size.H / 2),
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})
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return win
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}
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// NewSettingsWindow initializes the window.
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func NewSettingsWindow(cfg Settings) *ui.Window {
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var (
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Width = 400
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Height = 400
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ActiveTab = "index"
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// The tab frames
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TabOptions *ui.Frame // index
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TabControls *ui.Frame // controls
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)
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if cfg.ActiveTab != "" {
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ActiveTab = cfg.ActiveTab
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}
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window := ui.NewWindow("Settings")
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window.SetButtons(ui.CloseButton)
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window.Configure(ui.Config{
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Width: Width,
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Height: Height,
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Background: render.Grey,
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})
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///////////
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// Tab Bar
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tabFrame := ui.NewFrame("Tab Bar")
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tabFrame.SetBackground(render.DarkGrey)
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window.Pack(tabFrame, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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for _, tab := range []struct {
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label string
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value string
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}{
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{"Options", "index"},
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{"Controls", "controls"},
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} {
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radio := ui.NewRadioButton(tab.label, &ActiveTab, tab.value, ui.NewLabel(ui.Label{
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Text: tab.label,
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Font: balance.UIFont,
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}))
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radio.SetStyle(&balance.ButtonBabyBlue)
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radio.Handle(ui.Click, func(ed ui.EventData) error {
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switch ActiveTab {
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case "index":
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TabOptions.Show()
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TabControls.Hide()
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case "controls":
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TabOptions.Hide()
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TabControls.Show()
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}
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return nil
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})
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cfg.Supervisor.Add(radio)
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tabFrame.Pack(radio, ui.Pack{
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Side: ui.W,
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Expand: true,
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})
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}
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///////////
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// Options (index) Tab
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TabOptions = cfg.makeOptionsTab(Width, Height)
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if ActiveTab != "index" {
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TabOptions.Hide()
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}
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window.Pack(TabOptions, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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///////////
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// Controls Tab
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TabControls = cfg.makeControlsTab(Width, Height)
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if ActiveTab != "controls" {
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TabControls.Hide()
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}
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window.Pack(TabControls, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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return window
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}
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// saveGameSettings controls pkg/usercfg to write the user settings
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// to disk, based on the settings toggle-able from the UI window.
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func saveGameSettings() {
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log.Info("Saving game settings")
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if err := usercfg.Save(); err != nil {
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log.Error("Couldn't save game settings: %s", err)
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}
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}
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// Settings Window "Options" Tab
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func (c Settings) makeOptionsTab(Width, Height int) *ui.Frame {
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tab := ui.NewFrame("Options Tab")
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// Common click handler for all settings,
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// so we can write the updated info to disk.
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onClick := func(ed ui.EventData) error {
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saveGameSettings()
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return nil
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}
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rows := []struct {
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Header string
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Text string
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Boolean *bool
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TextVariable *string
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PadY int
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PadX int
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name string // for special cases
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}{
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{
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Text: "Notice: all settings are temporary and controls are not editable.",
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PadY: 2,
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},
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{
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Header: "Game Options",
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},
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{
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Boolean: c.HorizontalToolbars,
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Text: "Editor: Horizontal instead of vertical toolbars",
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PadX: 4,
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name: "toolbars",
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},
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{
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Header: "Debug Options (temporary)",
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},
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{
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Boolean: c.DebugOverlay,
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Text: "Show debug text overlay (F3)",
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PadX: 4,
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},
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{
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Boolean: c.DebugCollision,
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Text: "Show collision hitboxes (F4)",
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PadX: 4,
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},
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{
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Header: "My Custom Content",
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},
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{
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Text: "Levels and doodads you create in-game are placed in your\n" +
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"Profile Directory. This is also where you can place content made\n" +
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"by others to use them in your game. Click on the button below\n" +
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"to (hopefully) be taken to your Profile Directory:",
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},
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}
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for _, row := range rows {
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row := row
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frame := ui.NewFrame("Frame")
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tab.Pack(frame, ui.Pack{
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Side: ui.N,
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FillX: true,
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PadY: row.PadY,
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})
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// Headers get their own row to themselves.
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if row.Header != "" {
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label := ui.NewLabel(ui.Label{
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Text: row.Header,
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Font: balance.LabelFont,
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})
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frame.Pack(label, ui.Pack{
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Side: ui.W,
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PadX: row.PadX,
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})
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continue
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}
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// Checkboxes get their own row.
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if row.Boolean != nil {
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cb := ui.NewCheckbox(row.Text, row.Boolean, ui.NewLabel(ui.Label{
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Text: row.Text,
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Font: balance.UIFont,
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}))
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cb.Handle(ui.Click, onClick)
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cb.Supervise(c.Supervisor)
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// Add warning to the toolbars option if the EditMode is currently active.
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if row.name == "toolbars" && c.SceneName == "Edit" {
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ui.NewTooltip(cb, ui.Tooltip{
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Text: "Note: reload your level after changing this option.\n" +
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"Playtesting and returning will do.",
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Edge: ui.Top,
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})
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}
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frame.Pack(cb, ui.Pack{
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Side: ui.W,
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PadX: row.PadX,
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})
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continue
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}
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// Any leftover Text gets packed to the left.
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if row.Text != "" {
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tf := ui.NewFrame("TextFrame")
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label := ui.NewLabel(ui.Label{
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Text: row.Text,
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Font: balance.UIFont,
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})
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tf.Pack(label, ui.Pack{
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Side: ui.W,
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})
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frame.Pack(tf, ui.Pack{
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Side: ui.W,
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})
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}
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}
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// Button toolbar.
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btnFrame := ui.NewFrame("Button Frame")
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tab.Pack(btnFrame, ui.Pack{
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Side: ui.N,
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FillX: true,
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PadY: 4,
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})
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for _, button := range []struct {
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Label string
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Fn func()
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Style *style.Button
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}{
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{
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Label: "Open profile directory",
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Fn: func() {
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native.OpenURL("file://" + userdir.ProfileDirectory)
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},
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Style: &balance.ButtonPrimary,
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},
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} {
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btn := ui.NewButton(button.Label, ui.NewLabel(ui.Label{
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Text: button.Label,
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Font: balance.UIFont,
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}))
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if button.Style != nil {
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btn.SetStyle(button.Style)
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}
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btn.Handle(ui.Click, func(ed ui.EventData) error {
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button.Fn()
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return nil
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})
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c.Supervisor.Add(btn)
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btnFrame.Pack(btn, ui.Pack{
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Side: ui.W,
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Expand: true,
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})
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}
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return tab
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}
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// Settings Window "Controls" Tab
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func (c Settings) makeControlsTab(Width, Height int) *ui.Frame {
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var (
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halfWidth = (Width - 4) / 2 // the 4 is for window borders, TODO
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shortcutTabWidth = float64(halfWidth) * 0.5
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infoTabWidth = float64(halfWidth) * 0.5
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rowHeight = 20
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shortcutTabSize = render.NewRect(int(shortcutTabWidth), rowHeight)
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infoTabSize = render.NewRect(int(infoTabWidth), rowHeight)
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)
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frame := ui.NewFrame("Controls Tab")
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controls := []struct {
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Header string
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Label string
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Shortcut string
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}{
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{
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Header: "Universal Shortcut Keys",
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},
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{
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Shortcut: "Escape",
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Label: "Exit game",
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},
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{
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Shortcut: "F1",
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Label: "Guidebook",
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},
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{
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Shortcut: "`",
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Label: "Dev console",
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},
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{
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Header: "Gameplay Controls (Play Mode)",
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},
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{
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Shortcut: "Up or W",
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Label: "Jump",
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},
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{
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Shortcut: "Space",
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Label: "Activate",
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},
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{
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Shortcut: "Left or A",
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Label: "Move left",
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},
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{
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Shortcut: "Right or D",
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Label: "Move right",
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},
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{
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Header: "Level Editor Shortcuts",
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},
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{
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Shortcut: "Ctrl-N",
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Label: "New level",
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},
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{
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Shortcut: "Ctrl-O",
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Label: "Open drawing",
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},
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{
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Shortcut: "Ctrl-S",
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Label: "Save drawing",
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},
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{
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Shortcut: "Shift-Ctrl-S",
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Label: "Save a copy",
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},
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{
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Shortcut: "Ctrl-Z",
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Label: "Undo stroke",
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},
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{
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Shortcut: "Ctrl-Y",
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Label: "Redo stroke",
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},
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{
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Shortcut: "P",
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Label: "Playtest",
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},
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{
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Shortcut: "0",
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Label: "Scroll to origin",
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},
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{
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Shortcut: "d",
|
|
|
|
Label: "Doodads",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
Shortcut: "f",
|
|
|
|
Label: "Pencil Tool",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
Shortcut: "l",
|
|
|
|
Label: "Line Tool",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
Shortcut: "r",
|
|
|
|
Label: "Rectangle Tool",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
Shortcut: "c",
|
|
|
|
Label: "Ellipse Tool",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
Shortcut: "x",
|
|
|
|
Label: "Eraser Tool",
|
|
|
|
},
|
|
|
|
}
|
|
|
|
var curFrame = ui.NewFrame("Frame")
|
|
|
|
frame.Pack(curFrame, ui.Pack{
|
|
|
|
Side: ui.N,
|
|
|
|
FillX: true,
|
2020-09-02 03:54:58 +00:00
|
|
|
})
|
2021-06-20 05:14:41 +00:00
|
|
|
var i = -1 // manually controlled
|
|
|
|
for _, row := range controls {
|
|
|
|
i++
|
|
|
|
row := row
|
2020-09-02 03:54:58 +00:00
|
|
|
|
2021-06-20 05:14:41 +00:00
|
|
|
if row.Header != "" {
|
|
|
|
// Close out a previous Frame?
|
|
|
|
if i != 0 {
|
|
|
|
curFrame = ui.NewFrame("Header Row")
|
|
|
|
frame.Pack(curFrame, ui.Pack{
|
|
|
|
Side: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
label := ui.NewLabel(ui.Label{
|
|
|
|
Text: row.Header,
|
|
|
|
Font: balance.LabelFont,
|
|
|
|
})
|
|
|
|
curFrame.Pack(label, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
})
|
|
|
|
|
|
|
|
// Set up the next series of shortcut keys.
|
|
|
|
i = -1
|
|
|
|
curFrame = ui.NewFrame("Frame")
|
|
|
|
frame.Pack(curFrame, ui.Pack{
|
|
|
|
Side: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
})
|
|
|
|
continue
|
|
|
|
}
|
|
|
|
|
|
|
|
// Cut a new frame every 2 items.
|
|
|
|
if i > 0 && i%2 == 0 {
|
|
|
|
curFrame = ui.NewFrame("Frame")
|
|
|
|
frame.Pack(curFrame, ui.Pack{
|
|
|
|
Side: ui.N,
|
|
|
|
FillX: true,
|
|
|
|
PadY: 2,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
keyLabel := ui.NewLabel(ui.Label{
|
|
|
|
Text: row.Shortcut,
|
|
|
|
Font: balance.CodeLiteralFont,
|
|
|
|
})
|
|
|
|
keyLabel.Configure(ui.Config{
|
|
|
|
Background: render.RGBA(255, 255, 220, 255),
|
|
|
|
BorderSize: 1,
|
|
|
|
BorderStyle: ui.BorderSunken,
|
|
|
|
BorderColor: render.DarkGrey,
|
|
|
|
})
|
|
|
|
keyLabel.Resize(shortcutTabSize)
|
|
|
|
curFrame.Pack(keyLabel, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
PadX: 1,
|
|
|
|
})
|
|
|
|
|
|
|
|
helpLabel := ui.NewLabel(ui.Label{
|
|
|
|
Text: row.Label,
|
|
|
|
Font: balance.UIFont,
|
|
|
|
})
|
|
|
|
helpLabel.Resize(infoTabSize)
|
|
|
|
curFrame.Pack(helpLabel, ui.Pack{
|
|
|
|
Side: ui.W,
|
|
|
|
PadX: 1,
|
|
|
|
})
|
|
|
|
}
|
|
|
|
|
|
|
|
return frame
|
2020-09-02 03:54:58 +00:00
|
|
|
}
|