WIP LevelPack UI + Landscape Mode Title Screen
The title screen is now responsive to landscape mode. If the window is not tall enough to show all the menu buttons (~600px) it will switch to a horizontal layout with the title on the left and buttons on the right. WIP "Story Mode" button that brings up a Level Packs selection window.
This commit is contained in:
parent
a75b7208ca
commit
678326540b
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@ -12,6 +12,10 @@ var (
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Width = 1024
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Height = 768
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// Title screen height needed for the main menu. Phones in landscape
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// mode will switch to the horizontal layout if less than this height.
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TitleScreenResponsiveHeight = 600
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// Speed to scroll a canvas with arrow keys in Edit Mode.
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CanvasScrollSpeed = 8
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FollowActorMaxScrollSpeed = 64
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@ -13,6 +13,7 @@ const (
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// File extensions
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const (
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LevelExt = ".level"
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DoodadExt = ".doodad"
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LevelExt = ".level"
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DoodadExt = ".doodad"
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LevelPackExt = ".levelpack"
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)
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@ -26,9 +26,10 @@ const (
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// Paths to system-level assets bundled with the application.
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var (
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SystemDoodadsPath = filepath.Join("assets", "doodads")
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SystemLevelsPath = filepath.Join("assets", "levels")
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SystemCampaignsPath = filepath.Join("assets", "campaigns")
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SystemDoodadsPath = filepath.Join("assets", "doodads")
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SystemLevelsPath = filepath.Join("assets", "levels")
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SystemCampaignsPath = filepath.Join("assets", "campaigns")
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SystemLevelPacksPath = filepath.Join("assets", "levelpacks")
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)
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// MakeHeader creates the binary file header.
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@ -7,8 +7,14 @@ import (
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"errors"
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"io/ioutil"
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"os"
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"runtime"
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"strings"
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"time"
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"git.kirsle.net/apps/doodle/assets"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/filesystem"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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)
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// LevelPack describes the contents of a levelpack file.
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@ -63,6 +69,42 @@ func LoadFile(filename string) (LevelPack, error) {
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return lp, nil
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}
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// ListFiles lists all the discoverable levelpack files, starting from
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// the game's built-ins all the way to user levelpacks.
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func ListFiles() ([]string, error) {
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var names []string
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// List levelpacks embedded into the binary.
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if files, err := assets.AssetDir("assets/levelpacks"); err == nil {
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names = append(names, files...)
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}
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// WASM stops here, no filesystem access.
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if runtime.GOOS == "js" {
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return names, nil
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}
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// Read system-level levelpacks.
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files, _ := ioutil.ReadDir(filesystem.SystemLevelPacksPath)
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for _, file := range files {
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name := file.Name()
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if strings.HasSuffix(name, enum.LevelPackExt) {
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names = append(names, name)
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}
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}
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// Append user levelpacks.
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files, _ = ioutil.ReadDir(userdir.LevelPackDirectory)
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for _, file := range files {
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name := file.Name()
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if strings.HasSuffix(name, enum.LevelPackExt) {
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names = append(names, name)
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}
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}
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return names, nil
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}
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// WriteFile saves the metadata to a .json file on disk.
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func (l LevelPack) WriteFile(filename string) error {
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out, err := json.Marshal(l)
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@ -38,6 +38,7 @@ type MainScene struct {
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btnRegister *ui.Button
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winRegister *ui.Window
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winSettings *ui.Window
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winLevelPacks *ui.Window
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// Update check variables.
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updateButton *ui.Button
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@ -47,6 +48,12 @@ type MainScene struct {
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lazyScrollBounce bool
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lazyScrollTrajectory render.Point
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lazyScrollLastValue render.Point
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// Landscape mode: if the screen isn't tall enough to see the main
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// menu we redo the layout to be landscape friendly. NOTE: this only
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// happens one time, and does not re-adapt when the window is made
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// tall enough again.
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landscapeMode bool
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}
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// Name of the scene.
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@ -161,10 +168,22 @@ func (s *MainScene) Setup(d *Doodle) error {
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Func func()
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Style *style.Button
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}{
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// {
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// Name: "Story Mode",
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// Func: d.GotoStoryMenu,
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// },
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{
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Name: "Story Mode",
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Func: func() {
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if s.winLevelPacks == nil {
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s.winLevelPacks = 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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}
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s.winLevelPacks.MoveTo(render.Point{
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X: (d.width / 2) - (s.winLevelPacks.Size().W / 2),
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Y: (d.height / 2) - (s.winLevelPacks.Size().H / 2),
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})
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s.winLevelPacks.Show()
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},
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},
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{
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Name: "Play a Level",
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Func: d.GotoPlayMenu,
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@ -229,6 +248,10 @@ func (s *MainScene) Setup(d *Doodle) error {
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}
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}()
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// Trigger our "Window Resized" function so we can check if the
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// layout needs to be switched to landscape mode for mobile.
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s.Resized(d.width, d.height)
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return nil
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}
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@ -310,16 +333,121 @@ func (s *MainScene) Loop(d *Doodle, ev *event.State) error {
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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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H: d.height,
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})
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s.Resized(w, h)
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}
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return nil
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}
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// Resized the app window.
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func (s *MainScene) Resized(width, height int) {
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log.Info("Resized to %dx%d", width, height)
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// If the height is not tall enough for the menu, switch to the horizontal layout.
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if height < balance.TitleScreenResponsiveHeight {
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log.Error("Switch to landscape mode")
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s.landscapeMode = true
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} else {
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s.landscapeMode = false
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}
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s.canvas.Resize(render.Rect{
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W: width,
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H: height,
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})
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}
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// Move things into position for the main menu. This function arranges
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// the Title, Subtitle, Buttons, etc. into screen relative positions every
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// tick. This function sets their 'default' values, but if the window is
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// not tall enough and needs the landscape orientation, positionMenuLandscape()
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// will override these defaults.
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func (s *MainScene) positionMenuPortrait(d *Doodle) {
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// App title label.
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s.labelTitle.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelTitle.Size().W / 2),
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Y: 120,
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})
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// App subtitle label (byline).
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s.labelSubtitle.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelSubtitle.Size().W / 2),
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Y: s.labelTitle.Point().Y + s.labelTitle.Size().H + 8,
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})
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// Version label
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s.labelVersion.MoveTo(render.Point{
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X: (d.width) - (s.labelVersion.Size().W) - 20,
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Y: 20,
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})
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// Hint label.
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s.labelHint.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelHint.Size().W / 2),
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Y: d.height - s.labelHint.Size().H - 32,
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})
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// Update button.
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s.updateButton.MoveTo(render.Point{
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X: 24,
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Y: d.height - s.updateButton.Size().H - 24,
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})
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// Button frame.
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s.frame.MoveTo(render.Point{
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X: (d.width / 2) - (s.frame.Size().W / 2),
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Y: 260,
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})
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// Register button.
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s.btnRegister.MoveTo(render.Point{
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X: d.width - s.btnRegister.Size().W - 24,
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Y: d.height - s.btnRegister.Size().H - 24,
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})
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}
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func (s *MainScene) positionMenuLandscape(d *Doodle) {
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s.positionMenuPortrait(d)
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var (
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col1 = render.Rect{
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X: 0,
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Y: 0,
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W: d.width / 2,
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H: d.height,
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}
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col2 = render.Rect{
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X: d.width,
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Y: 0,
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W: d.width - col1.W,
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H: d.height,
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}
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)
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// Title and subtitle move to the left.
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s.labelTitle.MoveTo(render.Point{
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X: (col1.W / 2) - (s.labelTitle.Size().W / 2),
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Y: s.labelTitle.Point().Y,
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})
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s.labelSubtitle.MoveTo(render.Point{
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X: (col1.W / 2) - (s.labelSubtitle.Size().W / 2),
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Y: s.labelTitle.Point().Y + s.labelTitle.Size().H + 8,
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})
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// Button frame to the right.
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s.frame.MoveTo(render.Point{
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X: (col2.X+col2.W)/2 - (s.frame.Size().W / 2),
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Y: (d.height / 2) - (s.frame.Size().H / 2),
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})
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// Register button to the top left.
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// TODO: not ideal, move into main button list?
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s.btnRegister.MoveTo(render.Point{
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X: 20,
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Y: 20,
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})
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}
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// LoopLazyScroll gently scrolls the title screen demo level, called each Loop.
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func (s *MainScene) LoopLazyScroll() {
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// The v1 basic sauce algorithm:
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}
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}
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// Arrange the main widgets by Portrait or Landscape mode.
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if s.landscapeMode {
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s.positionMenuLandscape(d)
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} else {
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s.positionMenuPortrait(d)
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}
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// App title label.
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s.labelTitle.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelTitle.Size().W / 2),
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Y: 120,
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})
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s.labelTitle.Present(d.Engine, s.labelTitle.Point())
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// App subtitle label (byline).
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s.labelSubtitle.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelSubtitle.Size().W / 2),
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Y: s.labelTitle.Point().Y + s.labelTitle.Size().H + 8,
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})
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s.labelSubtitle.Present(d.Engine, s.labelSubtitle.Point())
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// Version label
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s.labelVersion.MoveTo(render.Point{
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X: (d.width) - (s.labelVersion.Size().W) - 20,
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Y: 20,
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})
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s.labelVersion.Present(d.Engine, s.labelVersion.Point())
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// Hint label.
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s.labelHint.MoveTo(render.Point{
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X: (d.width / 2) - (s.labelHint.Size().W / 2),
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Y: d.height - s.labelHint.Size().H - 32,
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})
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s.labelHint.Present(d.Engine, s.labelHint.Point())
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// Update button.
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s.updateButton.MoveTo(render.Point{
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X: 24,
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Y: d.height - s.updateButton.Size().H - 24,
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})
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s.updateButton.Present(d.Engine, s.updateButton.Point())
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s.frame.Compute(d.Engine)
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s.frame.MoveTo(render.Point{
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X: (d.width / 2) - (s.frame.Size().W / 2),
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Y: 260,
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})
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s.frame.Present(d.Engine, s.frame.Point())
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// Register button.
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s.btnRegister.MoveTo(render.Point{
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X: d.width - s.btnRegister.Size().W - 24,
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Y: d.height - s.btnRegister.Size().H - 24,
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})
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s.btnRegister.Present(d.Engine, s.btnRegister.Point())
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// Present supervised windows.
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@ -6,6 +6,7 @@ import (
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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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@ -22,8 +23,8 @@ type StoryScene struct {
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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.Frame // Select a level in the campaign screen
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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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@ -59,7 +60,13 @@ func (s *StoryScene) Setup(d *Doodle) error {
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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 = s.setupLevelSelectFrame()
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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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OnPlayLevel: func(levelpack, filename string) {},
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})
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s.levelSelectFrame.Show()
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s.activeFrame = s.campaignFrame
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@ -100,13 +107,6 @@ func (s *StoryScene) setupCampaignFrame() *ui.Frame {
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return frame
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}
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// setupLevelSelectFrame sets up the Level Select screen.
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func (s *StoryScene) setupLevelSelectFrame() *ui.Frame {
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var frame = ui.NewFrame("List Frame")
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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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@ -135,6 +135,8 @@ func (s *StoryScene) Draw(d *Doodle) error {
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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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@ -17,6 +17,7 @@ var (
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ProfileDirectory string
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LevelDirectory string
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LevelPackDirectory string
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DoodadDirectory string
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CampaignDirectory string
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ScreenshotDirectory string
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@ -35,6 +36,7 @@ func init() {
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// Profile directory contains the user's levels and doodads.
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ProfileDirectory = configdir.LocalConfig(ConfigDirectoryName)
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LevelDirectory = configdir.LocalConfig(ConfigDirectoryName, "levels")
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LevelPackDirectory = configdir.LocalConfig(ConfigDirectoryName, "levelpacks")
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DoodadDirectory = configdir.LocalConfig(ConfigDirectoryName, "doodads")
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CampaignDirectory = configdir.LocalConfig(ConfigDirectoryName, "campaigns")
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ScreenshotDirectory = configdir.LocalConfig(ConfigDirectoryName, "screenshots")
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@ -47,6 +49,7 @@ func init() {
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// WASM: do not make paths in wasm.
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if runtime.GOOS != "js" {
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configdir.MakePath(LevelDirectory)
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configdir.MakePath(LevelPackDirectory)
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configdir.MakePath(DoodadDirectory)
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configdir.MakePath(CampaignDirectory)
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configdir.MakePath(FontDirectory)
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|
|
258
pkg/windows/levelpack_open.go
Normal file
258
pkg/windows/levelpack_open.go
Normal file
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@ -0,0 +1,258 @@
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package windows
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import (
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"fmt"
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"math"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/levelpack"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// LevelPack window lets the user open and play a level from a pack.
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type LevelPack struct {
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Supervisor *ui.Supervisor
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Engine render.Engine
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// Callback functions.
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OnPlayLevel func(levelpack, filename string)
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// Internal variables
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window *ui.Window
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gotoIndex func() // return to index screen
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}
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// NewLevelPackWindow initializes the window.
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func NewLevelPackWindow(config LevelPack) *ui.Window {
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// Default options.
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var (
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title = "Select a Level"
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// size of the popup window
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width = 320
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height = 300
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)
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window := ui.NewWindow(title)
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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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config.window = window
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frame := ui.NewFrame("Window Body Frame")
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window.Pack(frame, ui.Pack{
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Side: ui.N,
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Fill: true,
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Expand: true,
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})
|
||||
|
||||
// We'll divide this window into "Screens", where the default
|
||||
// screen shows the available level packs and then each level
|
||||
// pack gets its own screen showing its levels.
|
||||
var indexScreen *ui.Frame
|
||||
config.gotoIndex = func() {
|
||||
indexScreen.Show()
|
||||
}
|
||||
indexScreen = config.makeIndexScreen(width, height, func(screen *ui.Frame) {
|
||||
// Callback for user choosing a level pack.
|
||||
// Hide the index screen and show the screen for this pack.
|
||||
indexScreen.Hide()
|
||||
screen.Show()
|
||||
})
|
||||
window.Pack(indexScreen, ui.Pack{
|
||||
Side: ui.N,
|
||||
Fill: true,
|
||||
Expand: true,
|
||||
})
|
||||
|
||||
window.Supervise(config.Supervisor)
|
||||
window.Hide()
|
||||
return window
|
||||
}
|
||||
|
||||
// Index screen for the LevelPack window.
|
||||
func (config LevelPack) makeIndexScreen(width, height int, onChoose func(*ui.Frame)) *ui.Frame {
|
||||
var (
|
||||
buttonHeight = 60 // height of each LevelPack button
|
||||
buttonWidth = width - 40
|
||||
|
||||
// pagination values
|
||||
page = 1
|
||||
pages int
|
||||
perPage = 3
|
||||
maxPageButtons = 10
|
||||
)
|
||||
frame := ui.NewFrame("Index Screen")
|
||||
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: "Select from a Level Pack below:",
|
||||
Font: balance.LabelFont,
|
||||
})
|
||||
frame.Pack(label, ui.Pack{
|
||||
Side: ui.N,
|
||||
PadX: 8,
|
||||
PadY: 8,
|
||||
})
|
||||
|
||||
// Get the available .levelpack files.
|
||||
lpFiles, err := levelpack.ListFiles()
|
||||
if err != nil {
|
||||
log.Error("Couldn't list levelpack files: %s", err)
|
||||
}
|
||||
|
||||
pages = int(
|
||||
math.Ceil(
|
||||
float64(len(lpFiles)) / float64(perPage),
|
||||
),
|
||||
)
|
||||
|
||||
var buttons []*ui.Button
|
||||
for i, filename := range lpFiles {
|
||||
lp, err := levelpack.LoadFile(filename)
|
||||
if err != nil {
|
||||
log.Error("Couldn't read %s: %s", filename, err)
|
||||
continue
|
||||
}
|
||||
_ = lp
|
||||
|
||||
// Make a frame to hold a complex button layout.
|
||||
btnFrame := ui.NewFrame("Frame")
|
||||
btnFrame.Resize(render.Rect{
|
||||
W: buttonWidth,
|
||||
H: buttonHeight,
|
||||
})
|
||||
|
||||
// Draw labels...
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: lp.Title,
|
||||
Font: balance.LabelFont,
|
||||
})
|
||||
btnFrame.Pack(label, ui.Pack{
|
||||
Side: ui.N,
|
||||
})
|
||||
|
||||
description := lp.Description
|
||||
if description == "" {
|
||||
description = "(No description)"
|
||||
}
|
||||
|
||||
byline := ui.NewLabel(ui.Label{
|
||||
Text: description,
|
||||
Font: balance.MenuFont,
|
||||
})
|
||||
btnFrame.Pack(byline, ui.Pack{
|
||||
Side: ui.N,
|
||||
})
|
||||
|
||||
numLevels := ui.NewLabel(ui.Label{
|
||||
Text: fmt.Sprintf("[%d levels]", len(lp.Levels)),
|
||||
Font: balance.MenuFont,
|
||||
})
|
||||
btnFrame.Pack(numLevels, ui.Pack{
|
||||
Side: ui.N,
|
||||
})
|
||||
|
||||
// Generate the detail screen (Frame) for this level pack.
|
||||
// Should the user click our button, this screen is shown.
|
||||
screen := config.makeDetailScreen(width, height, lp)
|
||||
screen.Hide()
|
||||
config.window.Pack(screen, ui.Pack{
|
||||
Side: ui.N,
|
||||
Fill: true,
|
||||
Expand: true,
|
||||
})
|
||||
|
||||
button := ui.NewButton(filename, btnFrame)
|
||||
button.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
onChoose(screen)
|
||||
return nil
|
||||
})
|
||||
|
||||
frame.Pack(button, ui.Pack{
|
||||
Side: ui.N,
|
||||
PadY: 2,
|
||||
})
|
||||
config.Supervisor.Add(button)
|
||||
|
||||
if i > perPage {
|
||||
button.Hide()
|
||||
}
|
||||
buttons = append(buttons, button)
|
||||
}
|
||||
|
||||
pager := ui.NewPager(ui.Pager{
|
||||
Name: "LevelPack Pager",
|
||||
Page: page,
|
||||
Pages: pages,
|
||||
MaxPageButtons: maxPageButtons,
|
||||
Font: balance.MenuFont,
|
||||
OnChange: func(newPage, perPage int) {
|
||||
page = newPage
|
||||
log.Info("Page: %d, %d", page, perPage)
|
||||
|
||||
// Re-evaluate which rows are shown/hidden for the page we're on.
|
||||
var (
|
||||
minRow = (page - 1) * perPage
|
||||
visible = 0
|
||||
)
|
||||
for i, row := range buttons {
|
||||
if visible >= perPage {
|
||||
row.Hide()
|
||||
continue
|
||||
}
|
||||
|
||||
if i < minRow {
|
||||
row.Hide()
|
||||
} else {
|
||||
row.Show()
|
||||
visible++
|
||||
}
|
||||
}
|
||||
},
|
||||
})
|
||||
pager.Compute(config.Engine)
|
||||
pager.Supervise(config.Supervisor)
|
||||
frame.Pack(pager, ui.Pack{
|
||||
Side: ui.N,
|
||||
PadY: 2,
|
||||
})
|
||||
|
||||
return frame
|
||||
}
|
||||
|
||||
// Detail screen for a given levelpack.
|
||||
func (config LevelPack) makeDetailScreen(width, height int, lp levelpack.LevelPack) *ui.Frame {
|
||||
frame := ui.NewFrame("Detail Screen")
|
||||
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: "HELLO " + lp.Title,
|
||||
Font: balance.LabelFont,
|
||||
})
|
||||
frame.Pack(label, ui.Pack{
|
||||
Side: ui.N,
|
||||
PadX: 8,
|
||||
PadY: 8,
|
||||
})
|
||||
|
||||
backButton := ui.NewButton("Back", ui.NewLabel(ui.Label{
|
||||
Text: "< Back to Level Packs",
|
||||
Font: ui.MenuFont,
|
||||
}))
|
||||
backButton.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
frame.Hide()
|
||||
config.gotoIndex()
|
||||
return nil
|
||||
})
|
||||
config.Supervisor.Add(backButton)
|
||||
frame.Pack(backButton, ui.Pack{
|
||||
Side: ui.N,
|
||||
PadY: 2,
|
||||
})
|
||||
|
||||
return frame
|
||||
}
|
Loading…
Reference in New Issue
Block a user