2020-11-16 02:02:35 +00:00
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// Package modal provides UI pop-up modals for Doodle.
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package modal
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import (
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2020-11-17 07:20:24 +00:00
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"git.kirsle.net/apps/doodle/pkg/balance"
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WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
where you can embed custom doodads into your level and export a
portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
as well, locking it in to those versions and not using updated
versions from future game releases.
UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
default button and close the modal, corresponding to its Primary
button.
* The developer console is now opened with the tilde/grave key ` instead
of the Enter key, so that the Enter key is free to click through
modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
the level and doodad sections, spawning a native File Open dialog to
pick a .level or .doodad outside the config root.
2021-06-11 05:31:30 +00:00
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"git.kirsle.net/apps/doodle/pkg/keybind"
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2021-07-19 03:04:24 +00:00
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"git.kirsle.net/apps/doodle/pkg/modal/loadscreen"
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2021-12-31 00:31:45 +00:00
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"git.kirsle.net/apps/doodle/pkg/shmem"
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2020-11-16 02:02:35 +00:00
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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)
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// Package global variables.
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var (
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ready bool // Has been initialized with a render.Engine
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current *Modal // Current modal object, nil if no modal active.
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engine render.Engine
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window render.Rect // cached window dimensions
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supervisor *ui.Supervisor
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screen *ui.Frame
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)
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// Initialize the modal package.
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func Initialize(e render.Engine) {
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engine = e
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supervisor = ui.NewSupervisor()
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width, height := engine.WindowSize()
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window = render.NewRect(width, height)
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screen = ui.NewFrame("Modal Screen")
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2020-11-17 07:20:24 +00:00
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screen.SetBackground(balance.ModalBackdrop)
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2020-11-16 02:02:35 +00:00
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screen.Resize(window)
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screen.Compute(e)
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ready = true
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}
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// Reset the modal state (closing all modals).
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func Reset() {
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supervisor = nil
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current = nil
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}
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// Handled runs the modal manager's logic. Returns true if a modal
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// is presently active, to signal to Doodle not to run game logic.
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2021-07-19 03:04:24 +00:00
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//
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// This function also returns true if the pkg/modal/loadscreen is
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// currently active.
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2020-11-16 02:02:35 +00:00
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func Handled(ev *event.State) bool {
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2021-07-19 03:04:24 +00:00
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// The loadscreen counts as a modal for this purpose.
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if loadscreen.IsActive() {
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return true
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}
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// Check if we have a modal currently active.
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2020-11-16 02:02:35 +00:00
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if !ready || current == nil {
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return false
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}
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WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
where you can embed custom doodads into your level and export a
portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
as well, locking it in to those versions and not using updated
versions from future game releases.
UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
default button and close the modal, corresponding to its Primary
button.
* The developer console is now opened with the tilde/grave key ` instead
of the Enter key, so that the Enter key is free to click through
modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
the level and doodad sections, spawning a native File Open dialog to
pick a .level or .doodad outside the config root.
2021-06-11 05:31:30 +00:00
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// Enter key submits the default button.
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if keybind.Enter(ev) {
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current.Dismiss(true)
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return true
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}
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2022-02-21 21:09:51 +00:00
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// Escape key cancels the modal.
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if keybind.Shutdown(ev) && current.cancelable {
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current.Dismiss(false)
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return true
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}
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2020-11-16 02:02:35 +00:00
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supervisor.Loop(ev)
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// Has the window changed size?
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size := render.NewRect(engine.WindowSize())
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if size != window {
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window = size
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screen.Resize(window)
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}
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return true
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}
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// Draw the modal UI to the screen.
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func Draw() {
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if ready && current != nil {
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screen.Present(engine, render.Origin)
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supervisor.Present(engine)
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}
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}
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// Center the window on screen.
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func center(win *ui.Window) {
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2021-12-31 00:31:45 +00:00
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var (
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modSize = win.Size()
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width, height = shmem.CurrentRenderEngine.WindowSize()
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)
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2020-11-16 02:02:35 +00:00
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var moveTo = render.Point{
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2021-12-31 00:31:45 +00:00
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X: (width / 2) - (modSize.W / 2),
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Y: (height / 4) - (modSize.H / 2),
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2020-11-16 02:02:35 +00:00
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}
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win.MoveTo(moveTo)
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// HACK: ideally the modal should auto-size itself, but currently
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// the body of the window juts out the right and bottom side by
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// a few pixels. Fix the underlying problem later, for now we
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// set the modal size to big enough to hide the problem.
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win.Children()[0].Resize(render.NewRect(modSize.W+12, modSize.H+12))
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}
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// Modal is an instance of a modal, i.e. Alert or Confirm.
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type Modal struct {
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2022-02-21 21:09:51 +00:00
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title string
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message string
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window *ui.Window
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callback func()
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cancelable bool // Escape key can cancel the modal
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2020-11-16 02:02:35 +00:00
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}
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// WithTitle sets the title of the modal.
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func (m *Modal) WithTitle(title string) *Modal {
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m.title = title
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return m
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}
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// Then calls a function after the modal is answered.
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func (m *Modal) Then(f func()) *Modal {
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m.callback = f
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return m
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}
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// Dismiss the modal and optionally call the callback function.
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func (m *Modal) Dismiss(call bool) {
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if call && m.callback != nil {
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m.callback()
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}
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Reset()
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}
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