Spit and polish
UI improvements specifically for mobile (running the game with the `-w mobile` or `-w landscape` options) screen sizes. * Rework the Settings window to be mobile friendly to landscape oriented screens (`doodle -w landscape`) and migrate Options tab to magicform. * The toolbar in the Editor will be a single column of buttons on small screens, such as `-w mobile` (375x812) portrait mode smartphone. On larger screens the toolbar shows in two columns of buttons. * Fix tooltips not drawing on top. * Centralize the hard-coded references to specific font filenames * Add cheat code: `test load screen` to bring a sample loading screen up for a few seconds. It needs improvement on `-w landscape`
This commit is contained in:
parent
77297fd60d
commit
44122d4130
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@ -31,4 +31,5 @@ var (
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CheatPlayAsThief = "play as thief"
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CheatPlayAsAnvil = "megaton weight"
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CheatGodMode = "god mode"
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CheatDebugLoadScreen = "test load screen"
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)
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@ -16,7 +16,7 @@ var (
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***************/
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// Debug overlay (FPS etc.) settings.
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DebugFontFilename = "DejaVuSans-Bold.ttf"
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DebugFontFilename = SansBoldFont
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DebugFontSize = 16
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DebugLabelColor = render.MustHexColor("#FF9900")
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DebugValueColor = render.MustHexColor("#00CCFF")
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9
pkg/balance/fonts.go
Normal file
9
pkg/balance/fonts.go
Normal file
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@ -0,0 +1,9 @@
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package balance
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// Font filenames used as part of game configuration.
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const (
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// Main UI fonts (sans-serif and monospace)
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SansSerifFont = "DejaVuSans.ttf"
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MonospaceFont = "DejaVuSansMono.ttf"
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SansBoldFont = "DejaVuSans-Bold.ttf"
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)
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@ -61,7 +61,7 @@ var (
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// Default font filename selected for Text Tool in the editor.
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// TODO: better centralize font filenames, here and in theme.go
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TextToolDefaultFont = "DejaVuSans.ttf"
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TextToolDefaultFont = SansSerifFont
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// Interval for auto-save in the editor
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AutoSaveInterval = 5 * time.Minute
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@ -4,7 +4,7 @@ import "git.kirsle.net/go/render"
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// Shell related variables.
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var (
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ShellFontFilename = "DejaVuSansMono.ttf"
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ShellFontFilename = MonospaceFont
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ShellBackgroundColor = render.RGBA(0, 20, 40, 200)
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ShellForegroundColor = render.RGBA(0, 153, 255, 255)
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ShellPromptColor = render.White
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@ -23,7 +23,7 @@ var (
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Shadow: render.Black,
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}
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TitleScreenSubtitleFont = render.Text{
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FontFilename: "DejaVuSans.ttf",
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FontFilename: SansSerifFont,
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Size: 18,
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Color: render.SkyBlue,
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Shadow: render.SkyBlue.Darken(128),
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@ -44,7 +44,7 @@ var (
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Shadow: render.Black,
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}
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LoadScreenSecondaryFont = render.Text{
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FontFilename: "DejaVuSans.ttf",
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FontFilename: SansSerifFont,
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Size: 18,
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Color: render.SkyBlue,
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Shadow: render.SkyBlue.Darken(128),
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@ -54,7 +54,7 @@ var (
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// Play Mode Touch UI Hints Font
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TouchHintsFont = render.Text{
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FontFilename: "DejaVuSans.ttf",
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FontFilename: SansSerifFont,
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Size: 14,
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Color: render.SkyBlue,
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Shadow: render.SkyBlue.Darken(128),
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@ -69,7 +69,7 @@ var (
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OutlineColor: render.Black,
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}
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TitleFont = render.Text{
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FontFilename: "DejaVuSans-Bold.ttf",
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FontFilename: SansBoldFont,
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Size: 9,
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Padding: 4,
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Color: render.White,
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@ -99,7 +99,7 @@ var (
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PadX: 4,
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}
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MenuFontBold = render.Text{
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FontFilename: "DejaVuSans-Bold.ttf",
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FontFilename: SansBoldFont,
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Size: 12,
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PadX: 4,
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}
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@ -131,7 +131,7 @@ var (
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// LabelFont is the font for strong labels in UI.
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LabelFont = render.Text{
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Size: 12,
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FontFilename: "DejaVuSans-Bold.ttf",
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FontFilename: SansBoldFont,
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Padding: 4,
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Color: render.Black,
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}
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@ -148,7 +148,7 @@ var (
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LargeLabelFont = render.Text{
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Size: 18,
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FontFilename: "DejaVuSans-Bold.ttf",
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FontFilename: SansBoldFont,
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Padding: 4,
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Color: render.Black,
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}
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@ -157,7 +157,7 @@ var (
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SmallMonoFont = render.Text{
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Size: 14,
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PadX: 3,
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FontFilename: "DejaVuSansMono.ttf",
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FontFilename: MonospaceFont,
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Color: render.Black,
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}
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@ -165,7 +165,7 @@ var (
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CodeLiteralFont = render.Text{
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Size: 11,
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PadX: 3,
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FontFilename: "DejaVuSansMono.ttf",
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FontFilename: MonospaceFont,
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Color: render.Magenta,
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}
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@ -185,7 +185,7 @@ var (
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LinkAnimSpeed uint64 = 30 // ticks
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PlayButtonFont = render.Text{
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FontFilename: "DejaVuSans-Bold.ttf",
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FontFilename: SansBoldFont,
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Size: 16,
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Padding: 4,
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Color: render.RGBA(255, 255, 0, 255),
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@ -194,7 +194,7 @@ var (
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// In-game level timer font.
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TimerFont = render.Text{
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FontFilename: "DejaVuSansMono.ttf",
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FontFilename: MonospaceFont,
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Size: 16,
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Color: render.Cyan,
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Stroke: render.DarkCyan,
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@ -1,7 +1,10 @@
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package doodle
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import (
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"time"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/modal/loadscreen"
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)
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// IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has
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@ -146,6 +149,18 @@ func (c Command) cheatCommand(d *Doodle) bool {
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d.FlashError("Use this cheat in Play Mode to toggle invincibility.")
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}
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case balance.CheatDebugLoadScreen:
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loadscreen.ShowWithProgress()
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loadscreen.SetSubtitle("Loading: /dev/null", "Loadscreen testing.")
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go func() {
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var i float64
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for i = 0; i < 100; i++ {
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time.Sleep(100 * time.Millisecond)
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loadscreen.SetProgress(i / 100)
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}
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loadscreen.Hide()
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}()
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default:
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return false
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}
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@ -53,9 +53,17 @@ func (u *EditorUI) SetupToolbar(d *Doodle) *ui.Frame {
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// We can draw 2 buttons per row, but for very small screens
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// e.g. mobile in portrait orientation, draw 1 button per row.
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buttonsPerRow = 1
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if isHoz || d.width >= enum.ScreenWidthSmall {
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if isHoz {
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if d.width < enum.ScreenWidthSmall {
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// Narrow screens
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buttonsPerRow = 2
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}
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} else {
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if d.width >= enum.ScreenWidthSmall {
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// Screen wider than 600px = can spare room for 2 buttons per row.
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buttonsPerRow = 2
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}
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}
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// Compute toolbar size to accommodate all buttons (+10 for borders/padding)
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toolbarWidth = buttonsPerRow * (toolbarSpriteSize + 10)
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})
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u.Supervisor.Add(btn)
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ui.NewTooltip(btn, ui.Tooltip{
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tt := ui.NewTooltip(btn, ui.Tooltip{
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Text: button.Tooltip,
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Edge: tooltipEdge,
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})
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tt.Supervise(u.Supervisor)
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btnRow.Pack(btn, btnPack)
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}
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@ -352,13 +361,22 @@ func (u *EditorUI) SetupToolbar(d *Doodle) *ui.Frame {
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Text: button.Label,
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Font: balance.SmallMonoFont,
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}))
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btn.SetBorderSize(1)
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btn.Handle(ui.Click, func(ed ui.EventData) error {
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button.F()
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return nil
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})
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u.Supervisor.Add(btn)
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// Which side to pack on?
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var side = ui.W
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if !isHoz && buttonsPerRow == 1 {
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// Vertical layout w/ narrow one-button-per-row, the +-
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// buttons stick out so stack them vertically.
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side = ui.S
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}
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sizeBtnFrame.Pack(btn, ui.Pack{
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Side: ui.W,
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Side: side,
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})
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}
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}
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@ -113,7 +113,7 @@ func (s *MainScene) Setup(d *Doodle) error {
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s.updateButton = ui.NewButton("Update Button", ui.NewLabel(ui.Label{
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Text: "An update is available!",
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Font: render.Text{
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FontFilename: "DejaVuSans-Bold.ttf",
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FontFilename: balance.SansBoldFont,
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Size: 16,
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Color: render.Blue,
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Padding: 4,
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@ -5,6 +5,7 @@ import (
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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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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@ -21,6 +22,7 @@ const (
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Checkbox
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Radiobox
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Selectbox
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Color
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)
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// Form configuration.
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@ -66,6 +68,7 @@ type Field struct {
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IntVariable *int // Textbox
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Options []Option // Selectbox
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SelectValue interface{} // Selectbox default choice
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Color *render.Color // Color
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// Tooltip to add to a form control.
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// Checkbox only for now.
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@ -181,6 +184,77 @@ func (form Form) Create(into *ui.Frame, fields []Field) {
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})
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}
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// Color picker button.
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if row.Type == Color && row.Color != nil {
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btn := ui.NewButton("ColorPicker", ui.NewLabel(ui.Label{
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Text: " ",
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Font: row.Font,
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}))
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style := style.DefaultButton
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style.Background = *row.Color
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style.HoverBackground = style.Background.Lighten(20)
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btn.SetStyle(&style)
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form.Supervisor.Add(btn)
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frame.Pack(btn, ui.Pack{
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Side: ui.W,
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FillX: true,
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Expand: true,
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})
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btn.Handle(ui.Click, func(ed ui.EventData) error {
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// Open a ColorPicker widget.
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picker, err := ui.NewColorPicker(ui.ColorPicker{
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Title: "Select a color",
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Supervisor: form.Supervisor,
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Engine: form.Engine,
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Color: *row.Color,
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OnManualInput: func(callback func(render.Color)) {
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// Prompt the user to enter a hex color using the developer shell.
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shmem.Prompt("New color in hex notation: ", func(answer string) {
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if answer != "" {
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// XXX: pure white renders as invisible, fudge it a bit.
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if answer == "FFFFFF" {
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answer = "FFFFFE"
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}
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color, err := render.HexColor(answer)
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if err != nil {
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shmem.Flash("Error with that color code: %s", err)
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return
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}
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// Reconfigure the button now.
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style.Background = color
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style.HoverBackground = style.Background.Lighten(20)
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callback(color)
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}
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})
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},
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})
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if err != nil {
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log.Error("Couldn't open ColorPicker: %s", err)
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return err
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}
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picker.Then(func(color render.Color) {
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*row.Color = color
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style.Background = color
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style.HoverBackground = style.Background.Lighten(20)
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// call onClick to save change to disk now
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if row.OnClick != nil {
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row.OnClick()
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}
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})
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picker.Center(shmem.CurrentRenderEngine.WindowSize())
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picker.Show()
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return nil
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})
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}
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// Buttons and Text fields (for now).
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if row.Type == Button || row.Type == Textbox {
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btn := ui.NewButton("Button", ui.NewLabel(ui.Label{
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|
@ -198,7 +272,8 @@ func (form Form) Create(into *ui.Frame, fields []Field) {
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// Tooltip? TODO - make nicer.
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if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
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ui.NewTooltip(btn, row.Tooltip)
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tt := ui.NewTooltip(btn, row.Tooltip)
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tt.Supervise(form.Supervisor)
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}
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// Handlers
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|
@ -224,7 +299,8 @@ func (form Form) Create(into *ui.Frame, fields []Field) {
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// Tooltip? TODO - make nicer.
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if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
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ui.NewTooltip(cb, row.Tooltip)
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tt := ui.NewTooltip(cb, row.Tooltip)
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tt.Supervise(form.Supervisor)
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}
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// Handlers
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|
|
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@ -244,10 +244,11 @@ func makeDoodadTab(config DoodadDropper, frame *ui.Frame, size render.Rect, cate
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})
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// Tooltip hover to show the doodad's name.
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ui.NewTooltip(btn, ui.Tooltip{
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tt := ui.NewTooltip(btn, ui.Tooltip{
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Text: doodad.Title,
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Edge: ui.Top,
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})
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tt.Supervise(config.Supervisor)
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// Begin the drag event to grab this Doodad.
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// NOTE: The drag target is the EditorUI.Canvas in
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|
|
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@ -1,20 +1,17 @@
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package windows
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|
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import (
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"strconv"
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"strings"
|
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|
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"git.kirsle.net/apps/doodle/pkg/balance"
|
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"git.kirsle.net/apps/doodle/pkg/gamepad"
|
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"git.kirsle.net/apps/doodle/pkg/log"
|
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"git.kirsle.net/apps/doodle/pkg/native"
|
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"git.kirsle.net/apps/doodle/pkg/shmem"
|
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magicform "git.kirsle.net/apps/doodle/pkg/uix/magic-form"
|
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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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"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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)
|
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|
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// Settings window.
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|
@ -61,7 +58,7 @@ func MakeSettingsWindow(windowWidth, windowHeight int, cfg Settings) *ui.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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Height = 360
|
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)
|
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|
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window := ui.NewWindow("Settings")
|
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|
@ -111,305 +108,98 @@ func (c Settings) makeOptionsTab(tabFrame *ui.TabFrame, Width, Height int) *ui.F
|
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|
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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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onClick := func() {
|
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saveGameSettings()
|
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return nil
|
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}
|
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|
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var inputBoxWidth = 120
|
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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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Integer *int
|
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TextVariable *string
|
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Color *render.Color
|
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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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Header: "Game Options",
|
||||
},
|
||||
{
|
||||
Boolean: c.HorizontalToolbars,
|
||||
Text: "Editor: Horizontal instead of vertical toolbars",
|
||||
PadX: 4,
|
||||
name: "toolbars",
|
||||
},
|
||||
{
|
||||
Boolean: c.HideTouchHints,
|
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Text: "Hide touchscreen control hints during Play Mode",
|
||||
PadX: 4,
|
||||
name: "toolbars",
|
||||
},
|
||||
{
|
||||
Boolean: c.DisableAutosave,
|
||||
Text: "Disable auto-save in the Editor",
|
||||
PadX: 4,
|
||||
name: "autosave",
|
||||
},
|
||||
{
|
||||
Integer: c.CrosshairSize,
|
||||
Text: "Editor: Crosshair size (0 to disable):",
|
||||
PadX: 4,
|
||||
},
|
||||
{
|
||||
Color: c.CrosshairColor,
|
||||
Text: "Editor: Crosshair color:",
|
||||
PadX: 4,
|
||||
},
|
||||
{
|
||||
Header: "Debug Options (temporary)",
|
||||
},
|
||||
{
|
||||
Boolean: c.DebugOverlay,
|
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Text: "Show debug text overlay (F3)",
|
||||
PadX: 4,
|
||||
},
|
||||
{
|
||||
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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Header: "My Custom Content",
|
||||
},
|
||||
{
|
||||
Text: "Levels and doodads you create in-game are placed in your\n" +
|
||||
"Profile Directory, which you can access below:",
|
||||
},
|
||||
}
|
||||
for _, row := range rows {
|
||||
row := row
|
||||
frame := ui.NewFrame("Frame")
|
||||
tab.Pack(frame, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
PadY: row.PadY,
|
||||
})
|
||||
// The CrosshairSize is ideally a 0-100 (percent) how big the editor
|
||||
// crosshair is, but options now are only 0% or 100% so it presents
|
||||
// this as a checkbox for now.
|
||||
var crosshairEnabled = *c.CrosshairSize > 0
|
||||
|
||||
// Headers get their own row to themselves.
|
||||
if row.Header != "" {
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: row.Header,
|
||||
form := magicform.Form{
|
||||
Supervisor: c.Supervisor,
|
||||
Engine: c.Engine,
|
||||
Vertical: true,
|
||||
LabelWidth: 150,
|
||||
}
|
||||
form.Create(tab, []magicform.Field{
|
||||
{
|
||||
Label: "Game Options",
|
||||
Font: balance.LabelFont,
|
||||
})
|
||||
frame.Pack(label, ui.Pack{
|
||||
Side: ui.W,
|
||||
PadX: row.PadX,
|
||||
})
|
||||
continue
|
||||
}
|
||||
|
||||
// Checkboxes get their own row.
|
||||
if row.Boolean != nil {
|
||||
cb := ui.NewCheckbox(row.Text, row.Boolean, ui.NewLabel(ui.Label{
|
||||
Text: row.Text,
|
||||
},
|
||||
{
|
||||
Label: "Hide touchscreen control hints during Play Mode",
|
||||
Font: balance.UIFont,
|
||||
}))
|
||||
cb.Handle(ui.Click, onClick)
|
||||
cb.Supervise(c.Supervisor)
|
||||
|
||||
// Add warning to the toolbars option if the EditMode is currently active.
|
||||
if row.name == "toolbars" && c.SceneName == "Edit" {
|
||||
ui.NewTooltip(cb, ui.Tooltip{
|
||||
BoolVariable: c.HideTouchHints,
|
||||
},
|
||||
{
|
||||
Label: "Level & Doodad Editor",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Label: "Horizontal instead of vertical toolbars",
|
||||
Font: balance.UIFont,
|
||||
BoolVariable: c.HorizontalToolbars,
|
||||
Tooltip: ui.Tooltip{
|
||||
Text: "Note: reload your level after changing this option.\n" +
|
||||
"Playtesting and returning will do.",
|
||||
Edge: ui.Top,
|
||||
})
|
||||
}
|
||||
|
||||
frame.Pack(cb, ui.Pack{
|
||||
Side: ui.W,
|
||||
PadX: row.PadX,
|
||||
})
|
||||
continue
|
||||
} else {
|
||||
// Reserve indented space where the checkbox would have gone.
|
||||
spacer := ui.NewFrame("Spacer")
|
||||
spacer.Resize(render.NewRect(9, 9)) // TODO: ugly UI hack ;)
|
||||
frame.Pack(spacer, ui.Pack{
|
||||
Side: ui.W,
|
||||
PadX: row.PadX,
|
||||
})
|
||||
}
|
||||
|
||||
// Any leftover Text gets packed to the left.
|
||||
if row.Text != "" {
|
||||
tf := ui.NewFrame("TextFrame")
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: row.Text,
|
||||
Font: balance.UIFont,
|
||||
})
|
||||
tf.Pack(label, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
frame.Pack(tf, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
}
|
||||
|
||||
// Int variables draw as a button to prompt for new value.
|
||||
// In future: TextVariable works here too.
|
||||
if row.Integer != nil {
|
||||
varButton := ui.NewButton("VarButton", ui.NewLabel(ui.Label{
|
||||
IntVariable: row.Integer,
|
||||
Font: ui.MenuFont,
|
||||
}))
|
||||
varButton.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
shmem.Prompt(row.Text+" ", func(answer string) {
|
||||
if answer == "" {
|
||||
return
|
||||
}
|
||||
|
||||
a, err := strconv.Atoi(answer)
|
||||
if err != nil {
|
||||
shmem.FlashError(err.Error())
|
||||
return
|
||||
}
|
||||
|
||||
if a < 0 {
|
||||
a = 0
|
||||
} else if a > 100 {
|
||||
a = 100
|
||||
}
|
||||
|
||||
*row.Integer = a
|
||||
shmem.Flash("Crosshair size set to %d%% (WIP)", a)
|
||||
|
||||
// call onClick to save change to disk now
|
||||
onClick(ed)
|
||||
})
|
||||
return nil
|
||||
})
|
||||
|
||||
varButton.Compute(c.Engine)
|
||||
varButton.Resize(render.Rect{
|
||||
W: inputBoxWidth,
|
||||
H: varButton.Size().H,
|
||||
})
|
||||
|
||||
c.Supervisor.Add(varButton)
|
||||
frame.Pack(varButton, ui.Pack{
|
||||
Side: ui.E,
|
||||
PadX: row.PadX,
|
||||
})
|
||||
}
|
||||
|
||||
// Color picker button.
|
||||
if row.Color != nil {
|
||||
btn := ui.NewButton("ColorBtn", ui.NewFrame(""))
|
||||
style := style.DefaultButton
|
||||
style.Background = *row.Color
|
||||
style.HoverBackground = style.Background.Lighten(20)
|
||||
btn.SetStyle(&style)
|
||||
btn.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
// Open a ColorPicker widget.
|
||||
picker, err := ui.NewColorPicker(ui.ColorPicker{
|
||||
Title: "Select a color",
|
||||
Supervisor: c.Supervisor,
|
||||
Engine: c.Engine,
|
||||
Color: *row.Color,
|
||||
OnManualInput: func(callback func(render.Color)) {
|
||||
// Prompt the user to enter a hex color using the developer shell.
|
||||
shmem.Prompt("New color in hex notation: ", func(answer string) {
|
||||
if answer != "" {
|
||||
// XXX: pure white renders as invisible, fudge it a bit.
|
||||
if answer == "FFFFFF" {
|
||||
answer = "FFFFFE"
|
||||
}
|
||||
|
||||
color, err := render.HexColor(answer)
|
||||
if err != nil {
|
||||
shmem.Flash("Error with that color code: %s", err)
|
||||
return
|
||||
}
|
||||
|
||||
callback(color)
|
||||
}
|
||||
})
|
||||
},
|
||||
})
|
||||
if err != nil {
|
||||
log.Error("Couldn't open ColorPicker: %s", err)
|
||||
return err
|
||||
},
|
||||
{
|
||||
Label: "Disable auto-save in the Editor",
|
||||
Font: balance.UIFont,
|
||||
BoolVariable: c.DisableAutosave,
|
||||
},
|
||||
{
|
||||
Label: "Draw a crosshair at the mouse cursor.",
|
||||
Font: balance.UIFont,
|
||||
BoolVariable: &crosshairEnabled,
|
||||
OnClick: func() {
|
||||
if crosshairEnabled {
|
||||
*c.CrosshairSize = 100
|
||||
} else {
|
||||
*c.CrosshairSize = 0
|
||||
}
|
||||
|
||||
picker.Then(func(color render.Color) {
|
||||
*row.Color = color
|
||||
style.Background = color
|
||||
style.HoverBackground = style.Background.Lighten(20)
|
||||
|
||||
// call onClick to save change to disk now
|
||||
onClick(ed)
|
||||
})
|
||||
|
||||
picker.Center(shmem.CurrentRenderEngine.WindowSize())
|
||||
picker.Show()
|
||||
|
||||
return nil
|
||||
})
|
||||
|
||||
btn.Compute(c.Engine)
|
||||
btn.Resize(render.Rect{
|
||||
W: inputBoxWidth,
|
||||
H: 20, // TODO
|
||||
})
|
||||
|
||||
c.Supervisor.Add(btn)
|
||||
frame.Pack(btn, ui.Pack{
|
||||
Side: ui.E,
|
||||
PadX: row.PadX,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// Button toolbar.
|
||||
btnFrame := ui.NewFrame("Button Frame")
|
||||
tab.Pack(btnFrame, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
PadY: 4,
|
||||
})
|
||||
for _, button := range []struct {
|
||||
Label string
|
||||
Fn func()
|
||||
Style *style.Button
|
||||
}{
|
||||
onClick()
|
||||
},
|
||||
},
|
||||
{
|
||||
Type: magicform.Color,
|
||||
Label: "Crosshair color:",
|
||||
Font: balance.UIFont,
|
||||
Color: c.CrosshairColor,
|
||||
OnClick: func() {
|
||||
onClick()
|
||||
},
|
||||
},
|
||||
{
|
||||
Label: "My Custom Content",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Label: "Levels and doodads you create in-game are placed in your\n" +
|
||||
"Profile Directory, which you can access below:",
|
||||
Font: balance.UIFont,
|
||||
},
|
||||
{
|
||||
Buttons: []magicform.Field{
|
||||
{
|
||||
Label: "Open profile directory",
|
||||
Fn: func() {
|
||||
Font: balance.UIFont,
|
||||
ButtonStyle: &balance.ButtonPrimary,
|
||||
OnClick: func() {
|
||||
path := strings.ReplaceAll(userdir.ProfileDirectory, "\\", "/")
|
||||
if path[0] != '/' {
|
||||
path = "/" + path
|
||||
}
|
||||
native.OpenURL("file://" + path)
|
||||
},
|
||||
Style: &balance.ButtonPrimary,
|
||||
},
|
||||
} {
|
||||
btn := ui.NewButton(button.Label, ui.NewLabel(ui.Label{
|
||||
Text: button.Label,
|
||||
Font: balance.UIFont,
|
||||
}))
|
||||
if button.Style != nil {
|
||||
btn.SetStyle(button.Style)
|
||||
}
|
||||
btn.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
button.Fn()
|
||||
return nil
|
||||
},
|
||||
},
|
||||
})
|
||||
c.Supervisor.Add(btn)
|
||||
btnFrame.Pack(btn, ui.Pack{
|
||||
Side: ui.W,
|
||||
Expand: true,
|
||||
})
|
||||
}
|
||||
|
||||
return tab
|
||||
}
|
||||
|
@ -575,7 +365,7 @@ func (c Settings) makeControlsTab(tabFrame *ui.TabFrame, Width, Height int) *ui.
|
|||
frame.Pack(curFrame, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
PadY: 2,
|
||||
PadY: 1,
|
||||
})
|
||||
}
|
||||
|
||||
|
@ -743,14 +533,13 @@ func (c Settings) makeControllerTab(tabFrame *ui.TabFrame, Width, Height int) *u
|
|||
}
|
||||
form.Create(tab, []magicform.Field{
|
||||
{
|
||||
Label: "About",
|
||||
Label: "Play with an Xbox or Nintendo controller!",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Label: "Play Sketchy Maze with an Xbox or Nintendo controller!\n\n" +
|
||||
"Full customization options aren't here yet, but you can\n" +
|
||||
"choose between the 'X Style' or 'N Style' profile below.\n" +
|
||||
"'N Style' will swap the A/B and X/Y buttons.",
|
||||
Label: "If you have a Nintendo-style controller (your A button is on\n" +
|
||||
"the right and B button on bottom), pick 'N Style' to reverse\n" +
|
||||
"the A/B and X/Y buttons.",
|
||||
Font: balance.UIFont,
|
||||
},
|
||||
{
|
||||
|
@ -776,7 +565,7 @@ func (c Settings) makeControllerTab(tabFrame *ui.TabFrame, Width, Height int) *u
|
|||
},
|
||||
},
|
||||
{
|
||||
Label: "\nThe gamepad controls vary between two modes:",
|
||||
Label: "The gamepad controls vary between two modes:",
|
||||
Font: balance.UIFont,
|
||||
},
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue
Block a user