Loadscreen Update & Window Resize Fixes
* Loadscreen: put the progress bar between the Title and Subtitle so it looks good even on mobile landscape orientation (narrow height) * Bugfixes around window OnResize events: the loadscreen handles resizing correctly now and the Level Editor (or w/e) will also be the right size if you resized the window during loading.
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@ -139,6 +139,11 @@ func (d *Doodle) Run() error {
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}
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d.event = ev
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// Always have an accurate idea of the window size.
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if ev.WindowResized {
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d.width, d.height = d.Engine.WindowSize()
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}
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// Let the gamepad controller check for events, if it's in MouseMode
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// it will fake the mouse cursor.
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gamepad.Loop(ev)
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@ -286,15 +286,9 @@ func (s *EditorScene) Loop(d *Doodle, ev *event.State) error {
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// Has the window been resized?
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if ev.WindowResized {
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w, h := d.Engine.WindowSize()
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if w != d.width || h != d.height {
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// Not a false alarm.
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d.width = w
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d.height = h
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s.UI.Resized(d)
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return nil
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}
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}
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// Run all of the keybinds.
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binders := []struct {
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@ -284,10 +284,11 @@ func (u *EditorUI) SetupToolbar(d *Doodle) *ui.Frame {
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Side: ui.N,
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})
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ui.NewTooltip(bsLabel, ui.Tooltip{
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tt := ui.NewTooltip(bsLabel, ui.Tooltip{
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Text: "Set the line thickness for drawing",
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Edge: tooltipEdge,
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})
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tt.Supervise(u.Supervisor)
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u.Supervisor.Add(bsLabel)
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sizeLabel := ui.NewLabel(ui.Label{
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@ -393,10 +393,7 @@ func (s *MainScene) Loop(d *Doodle, ev *event.State) error {
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s.canvas.Loop(ev)
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if ev.WindowResized {
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w, h := d.Engine.WindowSize()
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d.width = w
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d.height = h
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s.Resized(w, h)
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s.Resized(d.width, d.height)
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}
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return nil
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@ -211,9 +211,6 @@ func (s *MenuScene) Loop(d *Doodle, ev *event.State) error {
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s.Supervisor.Loop(ev)
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if ev.WindowResized {
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w, h := d.Engine.WindowSize()
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d.width = w
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d.height = h
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log.Info("Resized to %dx%d", d.width, d.height)
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s.canvas.Resize(render.Rect{
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W: d.width,
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@ -16,7 +16,7 @@ import (
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// Configuration values.
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const (
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ProgressWidth = 300
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ProgressHeight = 34
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ProgressHeight = 16
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)
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// State variables for the loading screen.
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@ -78,6 +78,14 @@ func IsActive() bool {
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return visible
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}
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// Resized the window.
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func Resized() {
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if visible {
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size := render.NewRect(shmem.CurrentRenderEngine.WindowSize())
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window.Resize(size)
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}
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}
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// Hide the loading screen.
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func Hide() {
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visible = false
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@ -141,8 +149,9 @@ func setup() {
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Background: render.DarkGrey,
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})
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window.Place(progressTrough, ui.Place{
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// Nestle it between the Title and Subtitle.
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Center: true,
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Middle: true,
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Top: 128 + label.Size().H + 16,
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})
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progressBar = ui.NewFrame("Progress Bar")
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@ -52,6 +52,10 @@ func Reset() {
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func Handled(ev *event.State) bool {
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// The loadscreen counts as a modal for this purpose.
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if loadscreen.IsActive() {
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// Pass in window resize events in case the user maximizes the window during loading.
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if ev.WindowResized {
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loadscreen.Resized()
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}
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return true
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}
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@ -640,15 +640,10 @@ func (s *PlayScene) Loop(d *Doodle, ev *event.State) error {
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// Has the window been resized?
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if ev.WindowResized {
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w, h := d.Engine.WindowSize()
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if w != d.width || h != d.height {
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d.width = w
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d.height = h
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s.drawing.Resize(render.NewRect(d.width, d.height))
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s.screen.Resize(render.NewRect(d.width, d.height))
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return nil
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}
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}
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// Switching to Edit Mode?
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if keybind.GotoEdit(ev) {
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@ -1,144 +0,0 @@
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package doodle
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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/campaign"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/uix"
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"git.kirsle.net/apps/doodle/pkg/windows"
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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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// StoryScene manages the "Story Mode" menu selection screen.
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type StoryScene struct {
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// Private variables.
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d *Doodle
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running bool
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// Background wallpaper canvas.
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canvas *uix.Canvas
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// UI widgets.
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supervisor *ui.Supervisor
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campaignFrame *ui.Frame // Select a Campaign screen
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levelSelectFrame *ui.Window // Select a level in the campaign screen
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// Pointer to the currently active frame.
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activeFrame *ui.Frame
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}
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// Name of the scene.
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func (s *StoryScene) Name() string {
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return "Story"
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}
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// GotoStoryMenu initializes the story menu scene.
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func (d *Doodle) GotoStoryMenu() {
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log.Info("Loading Story Scene")
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scene := &StoryScene{}
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d.Goto(scene)
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}
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// Setup the play scene.
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func (s *StoryScene) Setup(d *Doodle) error {
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s.d = d
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// Set up the background wallpaper canvas.
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s.canvas = uix.NewCanvas(100, false)
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s.canvas.Resize(render.NewRect(d.width, d.height))
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s.canvas.LoadLevel(&level.Level{
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Chunker: level.NewChunker(100),
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Palette: level.NewPalette(),
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PageType: level.Bounded,
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Wallpaper: "notebook.png",
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})
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s.supervisor = ui.NewSupervisor()
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// Set up the sub-screens of this scene.
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s.campaignFrame = s.setupCampaignFrame()
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s.levelSelectFrame = windows.NewLevelPackWindow(windows.LevelPack{
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Supervisor: s.supervisor,
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Engine: d.Engine,
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})
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s.levelSelectFrame.Show()
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s.activeFrame = s.campaignFrame
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return nil
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}
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// setupCampaignFrame sets up the Campaign List screen.
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func (s *StoryScene) setupCampaignFrame() *ui.Frame {
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var frame = ui.NewFrame("List Frame")
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frame.SetBackground(render.RGBA(0, 0, 255, 20))
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// Title label
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labelTitle := ui.NewLabel(ui.Label{
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Text: "Select a Story",
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Font: balance.TitleScreenFont,
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})
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labelTitle.Compute(s.d.Engine)
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frame.Place(labelTitle, ui.Place{
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Top: 120,
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Center: true,
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})
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// Buttons for campaign selection.
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{
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campaignFiles, err := campaign.List()
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if err != nil {
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log.Error("campaign.List: %s", err)
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}
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_ = campaignFiles
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// for _, file := range campaignFiles {
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//
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// }
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}
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frame.Resize(render.NewRect(s.d.width, s.d.height))
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frame.Compute(s.d.Engine)
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return frame
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}
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// Loop the story scene.
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func (s *StoryScene) Loop(d *Doodle, ev *event.State) error {
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s.supervisor.Loop(ev)
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// Has the window been resized?
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if ev.WindowResized {
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w, h := d.Engine.WindowSize()
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if w != d.width || h != d.height {
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d.width = w
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d.height = h
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s.canvas.Resize(render.NewRect(d.width, d.height))
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s.activeFrame.Resize(render.NewRect(d.width, d.height))
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s.activeFrame.Compute(d.Engine)
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return nil
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}
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}
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return nil
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}
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// Draw the pixels on this frame.
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func (s *StoryScene) Draw(d *Doodle) error {
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// Draw the background canvas.
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s.canvas.Present(d.Engine, render.Origin)
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// Draw the active screen.
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s.activeFrame.Present(d.Engine, render.Origin)
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s.supervisor.Present(d.Engine)
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return nil
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}
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// Destroy the scene.
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func (s *StoryScene) Destroy() error {
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return nil
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}
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