Doodad/Actor Runtime Options
* Add "Options" support for Doodads: these allow for individual Actor instances on your level to customize properties about the doodad. They're like "Tags" except the player can customize them on a per-actor basis. * Doodad Editor: you can specify the Options in the Doodad Properties window. * Level Editor: when the Actor Tool is selected, on mouse-over of an actor, clicking on the gear icon will open a new "Actor Properties" window which shows metadata (title, author, ID, position) and an Options tab to configure the actor's options. Updates to the scripting API: * Self.Options() returns a list of option names defined on the Doodad. * Self.GetOption(name) returns the value for the named option, or nil if neither the actor nor its doodad have the option defined. The return type will be correctly a string, boolean or integer type. Updates to the doodad command-line tool: * `doodad show` will print the Options on a .doodad file and, when showing a .level file with --actors, prints any customized Options with the actors. * `doodad edit-doodad` adds a --option parameter to define options. Options added to the game's built-in doodads: * Warp Doors: "locked (exit only)" will make it so the door can not be opened by the player, giving the "locked" message (as if it had no linked door), but the player may still exit from the door if sent by another warp door. * Electric Door & Electric Trapdoor: "opened" can make the door be opened by default when the level begins instead of closed. A switch or a button that removes power will close the door as normal. * Colored Doors & Small Key Door: "unlocked" will make the door unlocked at level start, not requiring a key to open it. * Colored Keys & Small Key: "has gravity" will make the key subject to gravity and set its Mobile flag so that if it falls onto a button, it will activate. * Gemstones: they had gravity by default; you can now uncheck "has gravity" to remove their Gravity and IsMobile status. * Gemstone Totems: "has gemstone" will set the totem to its unlocked status by default with the gemstone inserted. No power signal will be emitted; it is cosmetic only. * Fire Region: "name" can let you set a name for the fire region similarly to names for fire pixels: "Watch out for ${name}!" * Invisible Warp Door: "locked (exit only)" added as well.
This commit is contained in:
parent
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commit
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BIN
assets/sprites/gear.png
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BIN
assets/sprites/gear.png
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After Width: | Height: | Size: 1.2 KiB |
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@ -43,6 +43,11 @@ func init() {
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Aliases: []string{"t"},
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Usage: "set a key/value tag on the doodad, in key=value format. Empty value deletes the tag.",
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},
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&cli.StringFlag{
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Name: "option",
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Aliases: []string{"o"},
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Usage: "set an option on the doodad, in key=type=default format, e.g. active=bool=true, speed=int=10, name=str. Value types are bool, str, int.",
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},
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&cli.BoolFlag{
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Name: "hide",
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Usage: "Hide the doodad from the palette",
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@ -167,6 +172,36 @@ func editDoodad(c *cli.Context, filename string) error {
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modified = true
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}
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// Options.
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opt := c.String("option")
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if len(opt) > 0 {
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parts := strings.SplitN(opt, "=", 3)
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if len(parts) < 2 {
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log.Error("--option: must be in format `name=type` or `name=type=value`")
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os.Exit(1)
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}
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var (
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name = parts[0]
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dataType = parts[1]
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value string
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)
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if len(parts) == 3 {
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value = parts[2]
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}
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// Validate the data types.
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if dataType != "bool" && dataType != "str" && dataType != "int" {
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log.Error("--option: invalid type, should be a bool, str or int")
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os.Exit(1)
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}
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value = dd.SetOption(name, dataType, value)
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log.Info("Set option %s (%s) = %s", name, dataType, value)
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modified = true
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}
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if c.Bool("hide") {
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dd.Hidden = true
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log.Info("Marked doodad Hidden")
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@ -3,6 +3,7 @@ package commands
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import (
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"fmt"
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"path/filepath"
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"sort"
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"strings"
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"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
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@ -143,6 +144,19 @@ func showLevel(c *cli.Context, filename string) error {
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fmt.Printf(" - Name: %s\n", actor.Filename)
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fmt.Printf(" UUID: %s\n", id)
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fmt.Printf(" At: %s\n", actor.Point)
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if len(actor.Options) > 0 {
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var ordered = []string{}
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for name := range actor.Options {
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ordered = append(ordered, name)
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}
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sort.Strings(ordered)
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fmt.Println(" Options:")
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for _, name := range ordered {
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val := actor.Options[name]
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fmt.Printf(" %s %s = %v\n", val.Type, val.Name, val.Value)
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}
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}
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if c.Bool("links") {
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for _, link := range actor.Links {
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if other, ok := lvl.Actors[link]; ok {
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@ -205,6 +219,21 @@ func showDoodad(c *cli.Context, filename string) error {
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fmt.Println("")
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}
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if len(dd.Options) > 0 {
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var ordered = []string{}
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for name := range dd.Options {
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ordered = append(ordered, name)
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}
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sort.Strings(ordered)
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fmt.Println("Options:")
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for _, name := range ordered {
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opt := dd.Options[name]
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fmt.Printf(" %s %s = %v\n", opt.Type, opt.Name, opt.Default)
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}
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fmt.Println("")
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}
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showPalette(dd.Palette)
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for i, layer := range dd.Layers {
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@ -148,4 +148,12 @@ var (
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var (
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// Number of Doodads per row in the palette.
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UIDoodadsPerRow = 2
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// Size of the DoodadButtons on actor canvas mouseover.
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UICanvasDoodadButtonSize = 16
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// Threshold for "very small doodad" where the buttons take up too big a proportion
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// and the doodad can't drag/drop easily.. tiny doodads will show the DoodadButtons
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// 50% off the top/right edge.
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UICanvasDoodadButtonSpaceNeeded = 20
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)
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@ -14,6 +14,7 @@ var (
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GoldCoin = "assets/sprites/gold.png"
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SilverCoin = "assets/sprites/silver.png"
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LockIcon = "assets/sprites/padlock.png"
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GearIcon = "assets/sprites/gear.png"
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// Cursors
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CursorIcon = "assets/sprites/pointer.png"
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@ -11,13 +11,14 @@ import (
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// Doodad is a reusable component for Levels that have scripts and graphics.
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type Doodad struct {
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level.Base
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Filename string `json:"-"` // used internally, not saved in json
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Hidden bool `json:"hidden,omitempty"`
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Palette *level.Palette `json:"palette"`
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Script string `json:"script"`
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Hitbox render.Rect `json:"hitbox"`
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Layers []Layer `json:"layers"`
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Tags map[string]string `json:"data"` // arbitrary key/value data storage
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Filename string `json:"-"` // used internally, not saved in json
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Hidden bool `json:"hidden,omitempty"`
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Palette *level.Palette `json:"palette"`
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Script string `json:"script"`
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Hitbox render.Rect `json:"hitbox"`
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Layers []Layer `json:"layers"`
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Tags map[string]string `json:"data"` // arbitrary key/value data storage
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Options map[string]*Option `json:"options"` // runtime options for a doodad
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// Undo history, temporary live data not persisted to the level file.
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UndoHistory *drawtool.History `json:"-"`
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@ -48,6 +49,7 @@ func New(size int) *Doodad {
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},
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},
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Tags: map[string]string{},
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Options: map[string]*Option{},
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UndoHistory: drawtool.NewHistory(balance.UndoHistory),
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}
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}
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47
pkg/doodads/options.go
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47
pkg/doodads/options.go
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@ -0,0 +1,47 @@
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package doodads
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import (
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"fmt"
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"strconv"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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)
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// Options for runtime, user configurable.
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type Option struct {
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Type string // bool, str, int
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Name string
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Default interface{}
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}
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// SetOption sets an actor option, safely.
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func (d *Doodad) SetOption(name, dataType, v string) string {
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if _, ok := d.Options[name]; !ok {
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d.Options[name] = &Option{
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Type: dataType,
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Name: name,
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}
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}
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return d.Options[name].Set(v)
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}
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// Set an option value. Generally do not call this yourself - use SetOption
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// to safely set an option which will create the map value the first time.
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func (o *Option) Set(v string) string {
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switch o.Type {
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case "bool":
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o.Default = v == "true"
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case "str":
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o.Default = v
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case "int":
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if val, err := strconv.Atoi(v); err != nil {
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log.Error("Doodad Option.Set: not an int: %v", val)
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} else {
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o.Default = val
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}
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default:
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log.Error("Doodad Option.Set: don't know how to set a %s type", o.Type)
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}
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return fmt.Sprintf("%v", o.Default)
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}
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@ -15,6 +15,7 @@ import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
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"git.kirsle.net/SketchyMaze/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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@ -56,6 +57,7 @@ type EditorUI struct {
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filesystemWindow *ui.Window
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licenseWindow *ui.Window
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settingsWindow *ui.Window // lazy loaded
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doodadConfigWindows map[string]*ui.Window
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// Palette window.
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Palette *ui.Window
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@ -72,13 +74,14 @@ type EditorUI struct {
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// NewEditorUI initializes the Editor UI.
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func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI {
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u := &EditorUI{
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d: d,
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Scene: s,
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Supervisor: ui.NewSupervisor(),
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StatusMouseText: "Cursor: (waiting)",
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StatusPaletteText: "Swatch: <none>",
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StatusFilenameText: "Filename: <none>",
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StatusScrollText: "Hello world",
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d: d,
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Scene: s,
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Supervisor: ui.NewSupervisor(),
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StatusMouseText: "Cursor: (waiting)",
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StatusPaletteText: "Swatch: <none>",
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StatusFilenameText: "Filename: <none>",
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StatusScrollText: "Hello world",
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doodadConfigWindows: map[string]*ui.Window{},
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}
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// The screen is a full-window-sized frame for laying out the UI.
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d.Flash("Linked '%s' and '%s' together", a.Doodad().Title, b.Doodad().Title)
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}
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drawing.OnDoodadConfig = func(a *uix.Actor) {
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if win, ok := u.doodadConfigWindows[a.ID()]; ok {
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win.Show()
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} else {
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win = windows.NewDoodadConfigWindow(&windows.DoodadConfig{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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EditActor: a,
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OnRefresh: func() {
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},
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})
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u.ConfigureWindow(d, win)
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win.Show()
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u.doodadConfigWindows[a.ID()] = win
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}
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}
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// Set up the drop handler for draggable doodads.
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// NOTE: The drag event begins at editor_ui_doodad.go when configuring the
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// Doodad Palette buttons.
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actor.actor.Point = position
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u.Scene.Level.Actors.Add(actor.actor)
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} else {
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u.Scene.Level.Actors.Add(&level.Actor{
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u.Scene.Level.Actors.Add(level.NewActor(level.Actor{
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Point: position,
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Filename: actor.doodad.Filename,
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})
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}))
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}
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err := drawing.InstallActors(u.Scene.Level.Actors)
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48
pkg/level/actor_options.go
Normal file
48
pkg/level/actor_options.go
Normal file
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@ -0,0 +1,48 @@
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package level
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import (
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"fmt"
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"strconv"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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)
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// Option for runtime, user configurable overrides of Doodad Options.
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type Option struct {
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Type string // bool, str, int
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Name string
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Value interface{}
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}
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// SetOption sets an actor option, safely.
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func (a *Actor) SetOption(name, dataType, v string) string {
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if _, ok := a.Options[name]; !ok {
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a.Options[name] = &Option{
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Type: dataType,
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Name: name,
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}
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}
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return a.Options[name].Set(v)
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}
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// Set an option value. Generally do not call this yourself - use SetOption
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// to safely set an option which will create the map value the first time.
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func (o *Option) Set(v string) string {
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switch o.Type {
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case "bool":
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o.Value = v == "true"
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case "str":
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o.Value = v
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case "int":
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if val, err := strconv.Atoi(v); err != nil {
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log.Error("Actor Option.Set: not an int: %v", val)
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o.Value = 0
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} else {
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o.Value = val
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}
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default:
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log.Error("Actor Option.Set: don't know how to set a %s type", o.Type)
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}
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return fmt.Sprintf("%v", o.Value)
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}
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@ -40,6 +40,17 @@ type Actor struct {
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Filename string `json:"filename"` // like "exit.doodad"
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Point render.Point `json:"point"`
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Links []string `json:"links,omitempty"` // IDs of linked actors
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Options map[string]*Option
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}
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// NewActor initializes a level.Actor.
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func NewActor(a Actor) *Actor {
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return &Actor{
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Filename: a.Filename,
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Point: a.Point,
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Links: []string{},
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Options: map[string]*Option{},
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}
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}
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// ID returns the actor's ID.
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@ -43,8 +43,7 @@ type Actor struct {
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frozen bool // Frozen, via Freeze() and Unfreeze()
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immortal bool // Invulnerable to damage
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hitbox render.Rect
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inventory map[string]int // item inventory. doodad name -> quantity, 0 for key item.
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data map[string]string // arbitrary key/value store. DEPRECATED ??
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inventory map[string]int // item inventory. doodad name -> quantity, 0 for key item.
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// Movement data.
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position render.Point
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@ -357,30 +356,34 @@ func (a *Actor) Hitbox() render.Rect {
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return a.hitbox
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}
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// SetData sets an arbitrary field in the actor's K/V storage.
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func (a *Actor) SetData(key, value string) {
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if a.data == nil {
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a.data = map[string]string{}
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// Options returns the list of all available Doodad options, sorted.
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func (a *Actor) Options() []string {
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var result = []string{}
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for option := range a.Doodad().Options {
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result = append(result, option)
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}
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a.muData.Lock()
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a.data[key] = value
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a.muData.Unlock()
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sort.Strings(result)
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return result
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}
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// GetData gets an arbitrary field from the actor's K/V storage.
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// Missing keys just return a blank string (friendly to the JavaScript
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// environment).
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func (a *Actor) GetData(key string) string {
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if a.data == nil {
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return ""
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// Get an option value from the actor. If the option is not configured,
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// returns the default Doodad option, or nil if not there either.
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func (a *Actor) GetOption(name string) *level.Option {
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// Actor configured option?
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if opt, ok := a.Actor.Options[name]; ok {
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return opt
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}
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a.muData.RLock()
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v, _ := a.data[key]
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a.muData.RUnlock()
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// Doodad default option?
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if opt, ok := a.Doodad().Options[name]; ok {
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return &level.Option{
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Name: opt.Name,
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Type: opt.Type,
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Value: opt.Default,
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}
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}
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return v
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return nil
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}
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// LayerCount returns the number of layers in this actor's drawing.
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|
|
|
@ -36,6 +36,12 @@ type Canvas struct {
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Scrollable bool // Cursor keys will scroll the viewport of this canvas.
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Zoom int // Zoom level on the canvas.
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// Toogle for doodad canvases in the Level Editor to show their buttons.
|
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ShowDoodadButtons bool
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doodadButtonFrame ui.Widget // lazy init
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doodadButtonFrameHovering bool
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OnDoodadConfig func(*Actor)
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// Custom label to place in the lower-right corner of the canvas.
|
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// Used for e.g. the quantity badge on Inventory items.
|
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CornerLabel string
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|
|
|
@ -97,6 +97,11 @@ func (w *Canvas) InstallScripts() error {
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w.MakeScriptAPI(vm)
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vm.Set("Self", vm.Self)
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|
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// If there is no script attached, do not try and load or call the main() function.
|
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if actor.Doodad().Script == "" {
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continue
|
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}
|
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|
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if _, err := vm.Run(actor.Doodad().Script); err != nil {
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log.Error("Run script for actor %s failed: %s", actor.ID(), err)
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}
|
||||
|
|
|
@ -478,6 +478,7 @@ func (w *Canvas) loopEditable(ev *event.State) error {
|
|||
H: actor.Canvas.Size().H,
|
||||
}
|
||||
|
||||
// Mouse hover?
|
||||
if WP.Inside(box) {
|
||||
actor.Canvas.Configure(ui.Config{
|
||||
BorderSize: 1,
|
||||
|
@ -486,9 +487,23 @@ func (w *Canvas) loopEditable(ev *event.State) error {
|
|||
Background: render.White, // TODO: cuz the border draws a bgcolor
|
||||
})
|
||||
|
||||
// Show doodad buttons.
|
||||
actor.Canvas.ShowDoodadButtons = true
|
||||
|
||||
// Check for a mouse down event to begin dragging this
|
||||
// canvas around.
|
||||
if keybind.LeftClick(ev) {
|
||||
// Did they click onto the doodad buttons?
|
||||
if shmem.Cursor.Inside(actor.Canvas.doodadButtonRect()) {
|
||||
keybind.ClearLeftClick(ev)
|
||||
if w.OnDoodadConfig != nil {
|
||||
w.OnDoodadConfig(actor)
|
||||
} else {
|
||||
log.Error("OnDoodadConfig: handler not defined for parent canvas")
|
||||
}
|
||||
return nil
|
||||
}
|
||||
|
||||
// Pop this canvas out for the drag/drop.
|
||||
if w.OnDragStart != nil {
|
||||
deleteActors = append(deleteActors, actor)
|
||||
|
@ -502,6 +517,7 @@ func (w *Canvas) loopEditable(ev *event.State) error {
|
|||
} else {
|
||||
actor.Canvas.SetBorderSize(0)
|
||||
actor.Canvas.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO
|
||||
actor.Canvas.ShowDoodadButtons = false
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@ import (
|
|||
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/sprites"
|
||||
"git.kirsle.net/go/render"
|
||||
"git.kirsle.net/go/ui"
|
||||
)
|
||||
|
@ -207,6 +208,7 @@ func (w *Canvas) Present(e render.Engine, p render.Point) {
|
|||
|
||||
w.drawActors(e, p)
|
||||
w.presentStrokes(e)
|
||||
w.presentDoodadButtons(e)
|
||||
w.presentCursor(e)
|
||||
|
||||
// Custom label in the canvas corner? (e.g. for Inventory item counts)
|
||||
|
@ -270,3 +272,70 @@ func (w *Canvas) Present(e render.Engine, p render.Point) {
|
|||
})
|
||||
}
|
||||
}
|
||||
|
||||
// Draw doodad buttons on mouseover in the level editor.
|
||||
func (w *Canvas) presentDoodadButtons(e render.Engine) {
|
||||
if !w.ShowDoodadButtons || w.parent == nil {
|
||||
return
|
||||
}
|
||||
|
||||
// Initialize the buttons the first time?
|
||||
if w.doodadButtonFrame == nil {
|
||||
var (
|
||||
img ui.Widget
|
||||
err error
|
||||
)
|
||||
|
||||
img, err = sprites.LoadImage(e, balance.GearIcon)
|
||||
if err != nil {
|
||||
// Error loading sprite, make a fallback frame.
|
||||
frame := ui.NewFrame("Buttons")
|
||||
frame.Configure(ui.Config{
|
||||
Width: balance.UICanvasDoodadButtonSize,
|
||||
Height: balance.UICanvasDoodadButtonSize,
|
||||
Background: render.Green,
|
||||
})
|
||||
w.doodadButtonFrame = frame
|
||||
} else {
|
||||
w.doodadButtonFrame = img
|
||||
}
|
||||
|
||||
w.doodadButtonFrame.Compute(e)
|
||||
}
|
||||
|
||||
// log.Error("presentDoodadButtons: parentP=%s w at %s (abs %s) actor at %s draw at %s", parentP, w.Point(), P, actorPoint, drawAt)
|
||||
w.doodadButtonFrame.Present(e, w.doodadButtonRect().Point())
|
||||
}
|
||||
|
||||
// Return the screen rectangle where the doodad buttons would draw.
|
||||
// screenCords: pass true to get on-screen coords (ignores scroll offset)
|
||||
func (w *Canvas) doodadButtonRect() render.Rect {
|
||||
if !w.ShowDoodadButtons || w.parent == nil {
|
||||
return render.Rect{}
|
||||
}
|
||||
|
||||
var (
|
||||
parentP = ui.AbsolutePosition(w.parent)
|
||||
scroll = w.parent.Scroll
|
||||
actorPoint = w.actor.Position()
|
||||
actorSize = w.Size()
|
||||
drawAt = render.Point{
|
||||
X: parentP.X + scroll.X + actorPoint.X + actorSize.W - balance.UICanvasDoodadButtonSize - w.BoxThickness(1),
|
||||
Y: parentP.Y + scroll.Y + actorPoint.Y + w.BoxThickness(1),
|
||||
}
|
||||
)
|
||||
|
||||
// If the doodad is Very Small so that its buttons take up a disproportionate
|
||||
// amount of its space, draw the buttons further to the right.
|
||||
if actorSize.W <= balance.UICanvasDoodadButtonSpaceNeeded {
|
||||
drawAt.X += balance.UICanvasDoodadButtonSize / 2
|
||||
drawAt.Y -= balance.UICanvasDoodadButtonSize / 2
|
||||
}
|
||||
|
||||
return render.Rect{
|
||||
X: drawAt.X,
|
||||
Y: drawAt.Y,
|
||||
W: drawAt.X + balance.UICanvasDoodadButtonSize,
|
||||
H: drawAt.Y + balance.UICanvasDoodadButtonSize,
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,6 +18,7 @@ const (
|
|||
Text // free, wide Label row
|
||||
Frame // custom frame from the caller
|
||||
Button // Single button with a label
|
||||
Value // a Label & Value row (value not editable)
|
||||
Textbox
|
||||
Checkbox
|
||||
Radiobox
|
||||
|
@ -69,6 +70,7 @@ type Field struct {
|
|||
Options []Option // Selectbox
|
||||
SelectValue interface{} // Selectbox default choice
|
||||
Color *render.Color // Color
|
||||
Readonly bool // draw the value as a flat label
|
||||
|
||||
// For text-type fields, opt-in to let magicform prompt the
|
||||
// user using the game's developer shell.
|
||||
|
@ -189,6 +191,28 @@ func (form Form) Create(into *ui.Frame, fields []Field) {
|
|||
})
|
||||
}
|
||||
|
||||
// Simple "Value" row with a Label to its left.
|
||||
if row.Type == Value {
|
||||
lbl := ui.NewLabel(ui.Label{
|
||||
Text: row.Label,
|
||||
Font: row.Font,
|
||||
TextVariable: row.TextVariable,
|
||||
IntVariable: row.IntVariable,
|
||||
})
|
||||
|
||||
frame.Pack(lbl, ui.Pack{
|
||||
Side: ui.W,
|
||||
FillX: true,
|
||||
Expand: true,
|
||||
})
|
||||
|
||||
// Tooltip? TODO - make nicer.
|
||||
if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
|
||||
tt := ui.NewTooltip(lbl, row.Tooltip)
|
||||
tt.Supervise(form.Supervisor)
|
||||
}
|
||||
}
|
||||
|
||||
// Color picker button.
|
||||
if row.Type == Color && row.Color != nil {
|
||||
btn := ui.NewButton("ColorPicker", ui.NewLabel(ui.Label{
|
||||
|
@ -268,13 +292,18 @@ func (form Form) Create(into *ui.Frame, fields []Field) {
|
|||
TextVariable: row.TextVariable,
|
||||
IntVariable: row.IntVariable,
|
||||
}))
|
||||
form.Supervisor.Add(btn)
|
||||
|
||||
frame.Pack(btn, ui.Pack{
|
||||
Side: ui.W,
|
||||
FillX: true,
|
||||
Expand: true,
|
||||
})
|
||||
|
||||
// Not clickable if Readonly.
|
||||
if !row.Readonly {
|
||||
form.Supervisor.Add(btn)
|
||||
}
|
||||
|
||||
// Tooltip? TODO - make nicer.
|
||||
if row.Tooltip.Text != "" || row.Tooltip.TextVariable != nil {
|
||||
tt := ui.NewTooltip(btn, row.Tooltip)
|
||||
|
|
|
@ -90,7 +90,15 @@ func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
|
|||
var size = actor.Doodad().ChunkSize()
|
||||
return render.NewRect(size, size)
|
||||
},
|
||||
"GetTag": actor.Doodad().Tag,
|
||||
"GetTag": actor.Doodad().Tag,
|
||||
"Options": actor.Options,
|
||||
"GetOption": func(name string) interface{} {
|
||||
opt := actor.GetOption(name)
|
||||
if opt == nil {
|
||||
return nil
|
||||
}
|
||||
return opt.Value
|
||||
},
|
||||
"Position": actor.Position,
|
||||
"MoveTo": func(p render.Point) {
|
||||
actor.MoveTo(p)
|
||||
|
|
319
pkg/windows/doodad_config.go
Normal file
319
pkg/windows/doodad_config.go
Normal file
|
@ -0,0 +1,319 @@
|
|||
package windows
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sort"
|
||||
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/level"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
|
||||
"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
|
||||
magicform "git.kirsle.net/SketchyMaze/doodle/pkg/uix/magic-form"
|
||||
"git.kirsle.net/go/render"
|
||||
"git.kirsle.net/go/ui"
|
||||
)
|
||||
|
||||
// DoodadConfig window is what pops up in Edit Mode when you mouse over
|
||||
// an actor and click its properties button.
|
||||
type DoodadConfig struct {
|
||||
// Settings passed in by doodle
|
||||
Supervisor *ui.Supervisor
|
||||
Engine render.Engine
|
||||
|
||||
// Configuration options.
|
||||
EditActor *uix.Actor
|
||||
ActiveTab string // specify the tab to open
|
||||
OnRefresh func() // caller should rebuild the window
|
||||
|
||||
// Widgets.
|
||||
TabFrame *ui.TabFrame
|
||||
}
|
||||
|
||||
// NewSettingsWindow initializes the window.
|
||||
func NewDoodadConfigWindow(cfg *DoodadConfig) *ui.Window {
|
||||
var (
|
||||
Width = 400
|
||||
Height = 300
|
||||
)
|
||||
|
||||
window := ui.NewWindow(cfg.EditActor.Doodad().Title + " - Actor Properties")
|
||||
window.SetButtons(ui.CloseButton)
|
||||
window.Configure(ui.Config{
|
||||
Width: Width,
|
||||
Height: Height,
|
||||
Background: render.Grey,
|
||||
})
|
||||
|
||||
///////////
|
||||
// Tab Bar
|
||||
tabFrame := ui.NewTabFrame("Tab Frame")
|
||||
tabFrame.SetBackground(render.DarkGrey)
|
||||
window.Pack(tabFrame, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
})
|
||||
cfg.TabFrame = tabFrame
|
||||
|
||||
// Make the tabs.
|
||||
cfg.makeMetaTab(tabFrame, Width, Height)
|
||||
cfg.makeOptionsTab(tabFrame, Width, Height)
|
||||
|
||||
tabFrame.Supervise(cfg.Supervisor)
|
||||
|
||||
return window
|
||||
}
|
||||
|
||||
// DoodadConfig Window "Metadata" Tab
|
||||
func (c *DoodadConfig) makeMetaTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
|
||||
tab := tabFrame.AddTab("Metadata", ui.NewLabel(ui.Label{
|
||||
Text: "Metadata",
|
||||
Font: balance.TabFont,
|
||||
}))
|
||||
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
|
||||
|
||||
if c.EditActor == nil {
|
||||
return tab
|
||||
}
|
||||
|
||||
var (
|
||||
doodad = c.EditActor.Doodad()
|
||||
actorID = c.EditActor.ID()
|
||||
// actorPos = c.EditActor.Position().String()
|
||||
)
|
||||
|
||||
form := magicform.Form{
|
||||
Supervisor: c.Supervisor,
|
||||
Engine: c.Engine,
|
||||
Vertical: true,
|
||||
LabelWidth: 110,
|
||||
PadY: 2,
|
||||
}
|
||||
fields := []magicform.Field{
|
||||
{
|
||||
Label: "Doodad",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Label: "Title:",
|
||||
Type: magicform.Value,
|
||||
Font: balance.UIFont,
|
||||
TextVariable: &doodad.Title,
|
||||
},
|
||||
{
|
||||
Label: "Author:",
|
||||
Type: magicform.Value,
|
||||
Font: balance.UIFont,
|
||||
TextVariable: &doodad.Author,
|
||||
},
|
||||
|
||||
{
|
||||
Label: "Actor (Doodad instance in level)",
|
||||
Font: balance.LabelFont,
|
||||
},
|
||||
{
|
||||
Label: "Actor ID:",
|
||||
Type: magicform.Value,
|
||||
Font: balance.UIFont,
|
||||
TextVariable: &actorID,
|
||||
},
|
||||
/* TODO: doesn't update dynamically enough
|
||||
{
|
||||
Label: "World Position:",
|
||||
Type: magicform.Value,
|
||||
Font: balance.UIFont,
|
||||
TextVariable: actorPos,
|
||||
},
|
||||
*/
|
||||
}
|
||||
|
||||
form.Create(tab, fields)
|
||||
|
||||
return tab
|
||||
}
|
||||
|
||||
// SetTextable is a Button or Checkbox widget having a SetText function,
|
||||
// to support the reset button on the Doodad Options tab.
|
||||
type SetTextable interface {
|
||||
SetText(string) error
|
||||
}
|
||||
|
||||
// DoodadConfig Window "Tags" Tab
|
||||
func (c DoodadConfig) makeOptionsTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
|
||||
tab := tabFrame.AddTab("Options", ui.NewLabel(ui.Label{
|
||||
Text: "Options",
|
||||
Font: balance.TabFont,
|
||||
}))
|
||||
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
|
||||
|
||||
if c.EditActor == nil {
|
||||
return tab
|
||||
}
|
||||
|
||||
// Draw a table view of the current tags on this doodad.
|
||||
var (
|
||||
doodad = c.EditActor.Doodad()
|
||||
headers = []string{"Type", "Name", "Value", "Reset"}
|
||||
columns = []int{40, 130, 130, 80} // TODO, Width=400
|
||||
height = 24
|
||||
row = ui.NewFrame("HeaderRow")
|
||||
)
|
||||
tab.Pack(row, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
})
|
||||
for i, value := range headers {
|
||||
cell := ui.NewLabel(ui.Label{
|
||||
Text: value,
|
||||
Font: balance.MenuFontBold,
|
||||
})
|
||||
cell.Resize(render.NewRect(columns[i], height))
|
||||
row.Pack(cell, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
}
|
||||
|
||||
// No tags?
|
||||
if len(doodad.Options) == 0 {
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: "There are no options on this doodad.",
|
||||
Font: balance.MenuFont,
|
||||
})
|
||||
tab.Pack(label, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
})
|
||||
} else {
|
||||
// Initialize the Actor Options if nil
|
||||
if c.EditActor.Actor.Options == nil {
|
||||
c.EditActor.Actor.Options = map[string]*level.Option{}
|
||||
}
|
||||
|
||||
// Draw the rows for each tag.
|
||||
var sortedOpts []string
|
||||
for name := range doodad.Options {
|
||||
sortedOpts = append(sortedOpts, name)
|
||||
}
|
||||
sort.Strings(sortedOpts)
|
||||
|
||||
for _, optName := range sortedOpts {
|
||||
var (
|
||||
name = optName
|
||||
value = c.EditActor.GetOption(name)
|
||||
)
|
||||
|
||||
if value == nil {
|
||||
continue
|
||||
}
|
||||
|
||||
row = ui.NewFrame("Option Row")
|
||||
tab.Pack(row, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
PadY: 2,
|
||||
})
|
||||
|
||||
lblType := ui.NewLabel(ui.Label{
|
||||
Text: value.Type,
|
||||
Font: balance.MenuFont,
|
||||
})
|
||||
lblType.Resize(render.NewRect(columns[0], height))
|
||||
|
||||
lblName := ui.NewLabel(ui.Label{
|
||||
Text: name,
|
||||
Font: balance.MenuFont,
|
||||
})
|
||||
lblName.Resize(render.NewRect(columns[1], height))
|
||||
|
||||
// Value button: show a checkbox for booleans or a clickable
|
||||
// button for other types (prompts user for value)
|
||||
var btnValue ui.Widget
|
||||
var cbValue bool
|
||||
if value.Type == "bool" {
|
||||
cbValue = value.Value.(bool)
|
||||
checkbox := ui.NewCheckbox("Bool Box", &cbValue, ui.NewLabel(ui.Label{
|
||||
Text: fmt.Sprintf("%v", cbValue),
|
||||
Font: balance.MenuFont,
|
||||
}))
|
||||
checkbox.Resize(render.NewRect(columns[2], height))
|
||||
checkbox.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
var label string
|
||||
if cbValue {
|
||||
label = "true"
|
||||
} else {
|
||||
label = "false"
|
||||
}
|
||||
c.EditActor.Actor.SetOption(name, value.Type, label)
|
||||
checkbox.SetText(label)
|
||||
return nil
|
||||
})
|
||||
checkbox.Supervise(c.Supervisor)
|
||||
btnValue = checkbox
|
||||
} else {
|
||||
button := ui.NewButton("Tag Button", ui.NewLabel(ui.Label{
|
||||
Text: fmt.Sprintf("%v", value.Value),
|
||||
Font: balance.MenuFont,
|
||||
}))
|
||||
button.Resize(render.NewRect(columns[2], height))
|
||||
button.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
shmem.Prompt("Enter new value: ", func(answer string) {
|
||||
if answer == "" {
|
||||
return
|
||||
}
|
||||
answer = c.EditActor.Actor.SetOption(name, value.Type, answer)
|
||||
button.SetText(answer)
|
||||
})
|
||||
return nil
|
||||
})
|
||||
c.Supervisor.Add(button)
|
||||
btnValue = button
|
||||
}
|
||||
|
||||
// "Delete" / Reset Button: removes the Actor Option so it falls
|
||||
// back onto the default Doodad Option.
|
||||
btnDelete := ui.NewButton("Delete Button", ui.NewLabel(ui.Label{
|
||||
Text: "Reset",
|
||||
Font: balance.MenuFont,
|
||||
}))
|
||||
btnDelete.Resize(render.NewRect(columns[3], height))
|
||||
btnDelete.SetStyle(&balance.ButtonDanger)
|
||||
btnDelete.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
log.Info("Delete option: %s", name)
|
||||
delete(c.EditActor.Actor.Options, name)
|
||||
|
||||
// Update the value button's text label.
|
||||
if stt, ok := btnValue.(SetTextable); ok {
|
||||
value := c.EditActor.GetOption(name)
|
||||
if value != nil {
|
||||
stt.SetText(fmt.Sprintf("%v", value.Value))
|
||||
|
||||
// Set the correct boolean checkbox state.
|
||||
if value.Type == "bool" {
|
||||
cbValue = value.Value.(bool)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
})
|
||||
c.Supervisor.Add(btnDelete)
|
||||
|
||||
// Pack the widgets.
|
||||
row.Pack(lblType, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
row.Pack(lblName, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
row.Pack(btnValue, ui.Pack{
|
||||
Side: ui.W,
|
||||
PadX: 4,
|
||||
})
|
||||
row.Pack(btnDelete, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
return tab
|
||||
}
|
|
@ -79,7 +79,10 @@ type DoodadProperties struct {
|
|||
}
|
||||
|
||||
// HACKY GLOBAL VARIABLE
|
||||
var showTagsOnRefreshDoodadPropertiesWindow bool
|
||||
var (
|
||||
showTagsOnRefreshDoodadPropertiesWindow bool
|
||||
showOptsOnRefreshDoodadPropertiesWindow bool
|
||||
)
|
||||
|
||||
// NewSettingsWindow initializes the window.
|
||||
func NewDoodadPropertiesWindow(cfg *DoodadProperties) *ui.Window {
|
||||
|
@ -109,10 +112,14 @@ func NewDoodadPropertiesWindow(cfg *DoodadProperties) *ui.Window {
|
|||
// Make the tabs.
|
||||
cfg.makeMetaTab(tabFrame, Width, Height)
|
||||
cfg.makeTagsTab(tabFrame, Width, Height)
|
||||
cfg.makeOptionsTab(tabFrame, Width, Height)
|
||||
|
||||
if showTagsOnRefreshDoodadPropertiesWindow {
|
||||
tabFrame.SetTab("Tags")
|
||||
showTagsOnRefreshDoodadPropertiesWindow = false
|
||||
} else if showOptsOnRefreshDoodadPropertiesWindow {
|
||||
tabFrame.SetTab("Options")
|
||||
showOptsOnRefreshDoodadPropertiesWindow = false
|
||||
}
|
||||
|
||||
tabFrame.Supervise(cfg.Supervisor)
|
||||
|
@ -667,6 +674,215 @@ func (c DoodadProperties) makeTagsTab(tabFrame *ui.TabFrame, Width, Height int)
|
|||
return tab
|
||||
}
|
||||
|
||||
// DoodadProperties Window "Options" Tab
|
||||
func (c DoodadProperties) makeOptionsTab(tabFrame *ui.TabFrame, Width, Height int) *ui.Frame {
|
||||
tab := tabFrame.AddTab("Options", ui.NewLabel(ui.Label{
|
||||
Text: "Options",
|
||||
Font: balance.TabFont,
|
||||
}))
|
||||
tab.Resize(render.NewRect(Width-4, Height-tab.Size().H-46))
|
||||
|
||||
if c.EditDoodad == nil {
|
||||
return tab
|
||||
}
|
||||
|
||||
// Draw a table view of the current tags on this doodad.
|
||||
var (
|
||||
headers = []string{"Type", "Name", "Default", "Del."}
|
||||
columns = []int{40, 130, 130, 80} // TODO, Width=400
|
||||
height = 24
|
||||
row = ui.NewFrame("HeaderRow")
|
||||
)
|
||||
tab.Pack(row, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
})
|
||||
for i, value := range headers {
|
||||
cell := ui.NewLabel(ui.Label{
|
||||
Text: value,
|
||||
Font: balance.MenuFontBold,
|
||||
})
|
||||
cell.Resize(render.NewRect(columns[i], height))
|
||||
row.Pack(cell, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
}
|
||||
|
||||
// No tags?
|
||||
if len(c.EditDoodad.Options) == 0 {
|
||||
label := ui.NewLabel(ui.Label{
|
||||
Text: "There are no options on this doodad.",
|
||||
Font: balance.MenuFont,
|
||||
})
|
||||
tab.Pack(label, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
})
|
||||
} else {
|
||||
// Draw the rows for each tag.
|
||||
var sortedOpts []string
|
||||
for name := range c.EditDoodad.Options {
|
||||
sortedOpts = append(sortedOpts, name)
|
||||
}
|
||||
sort.Strings(sortedOpts)
|
||||
|
||||
for _, optName := range sortedOpts {
|
||||
var (
|
||||
name = optName
|
||||
value = c.EditDoodad.Options[name]
|
||||
)
|
||||
|
||||
row = ui.NewFrame("Option Row")
|
||||
tab.Pack(row, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
PadY: 2,
|
||||
})
|
||||
|
||||
lblType := ui.NewLabel(ui.Label{
|
||||
Text: value.Type,
|
||||
Font: balance.MenuFont,
|
||||
})
|
||||
lblType.Resize(render.NewRect(columns[0], height))
|
||||
|
||||
lblName := ui.NewLabel(ui.Label{
|
||||
Text: name,
|
||||
Font: balance.MenuFont,
|
||||
})
|
||||
lblName.Resize(render.NewRect(columns[1], height))
|
||||
|
||||
// Value button: show a checkbox for booleans or a clickable
|
||||
// button for other types (prompts user for value)
|
||||
var btnValue ui.Widget
|
||||
if value.Type == "bool" {
|
||||
var cbValue = value.Default.(bool)
|
||||
checkbox := ui.NewCheckbox("Bool Box", &cbValue, ui.NewLabel(ui.Label{
|
||||
Text: fmt.Sprintf("%v", cbValue),
|
||||
Font: balance.MenuFont,
|
||||
}))
|
||||
checkbox.Resize(render.NewRect(columns[2], height))
|
||||
checkbox.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
var label string
|
||||
if cbValue {
|
||||
label = "true"
|
||||
} else {
|
||||
label = "false"
|
||||
}
|
||||
c.EditDoodad.Options[name].Set(label)
|
||||
checkbox.SetText(label)
|
||||
return nil
|
||||
})
|
||||
checkbox.Supervise(c.Supervisor)
|
||||
btnValue = checkbox
|
||||
} else {
|
||||
button := ui.NewButton("Tag Button", ui.NewLabel(ui.Label{
|
||||
Text: fmt.Sprintf("%v", value.Default),
|
||||
Font: balance.MenuFont,
|
||||
}))
|
||||
button.Resize(render.NewRect(columns[2], height))
|
||||
button.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
shmem.Prompt("Enter new value: ", func(answer string) {
|
||||
if answer == "" {
|
||||
return
|
||||
}
|
||||
answer = c.EditDoodad.Options[name].Set(answer)
|
||||
button.SetText(answer)
|
||||
})
|
||||
return nil
|
||||
})
|
||||
c.Supervisor.Add(button)
|
||||
btnValue = button
|
||||
}
|
||||
|
||||
btnDelete := ui.NewButton("Delete Button", ui.NewLabel(ui.Label{
|
||||
Text: "Del",
|
||||
Font: balance.MenuFont,
|
||||
}))
|
||||
btnDelete.Resize(render.NewRect(columns[3], height))
|
||||
btnDelete.SetStyle(&balance.ButtonDanger)
|
||||
btnDelete.Handle(ui.Click, func(ed ui.EventData) error {
|
||||
modal.Confirm("Delete option %s?", name).Then(func() {
|
||||
log.Info("Delete option: %s", name)
|
||||
delete(c.EditDoodad.Options, name)
|
||||
|
||||
// Trigger a refresh.
|
||||
if c.OnRefresh != nil {
|
||||
showOptsOnRefreshDoodadPropertiesWindow = true
|
||||
c.OnRefresh()
|
||||
}
|
||||
})
|
||||
return nil
|
||||
})
|
||||
c.Supervisor.Add(btnDelete)
|
||||
|
||||
// Pack the widgets.
|
||||
row.Pack(lblType, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
row.Pack(lblName, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
row.Pack(btnValue, ui.Pack{
|
||||
Side: ui.W,
|
||||
PadX: 4,
|
||||
})
|
||||
row.Pack(btnDelete, ui.Pack{
|
||||
Side: ui.W,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
// Add Option menu button.
|
||||
row = ui.NewFrame("Button Frame")
|
||||
tab.Pack(row, ui.Pack{
|
||||
Side: ui.N,
|
||||
FillX: true,
|
||||
})
|
||||
btnAdd := ui.NewMenuButton("New Option", ui.NewLabel(ui.Label{
|
||||
Text: "Add Option",
|
||||
Font: balance.MenuFont,
|
||||
}))
|
||||
btnAdd.SetStyle(&balance.ButtonPrimary)
|
||||
|
||||
// Types of options
|
||||
for _, item := range []struct {
|
||||
label string
|
||||
typing string
|
||||
value interface{}
|
||||
}{
|
||||
{"Boolean", "bool", false},
|
||||
{"String", "str", ""},
|
||||
{"Integer", "int", 0},
|
||||
} {
|
||||
item := item
|
||||
btnAdd.AddItem(item.label, func() {
|
||||
shmem.Prompt("Enter name of the new boolean: ", func(answer string) {
|
||||
if answer == "" {
|
||||
return
|
||||
}
|
||||
|
||||
c.EditDoodad.Options[answer] = &doodads.Option{
|
||||
Name: answer,
|
||||
Type: item.typing,
|
||||
Default: item.value,
|
||||
}
|
||||
if c.OnRefresh != nil {
|
||||
showOptsOnRefreshDoodadPropertiesWindow = true
|
||||
c.OnRefresh()
|
||||
}
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
btnAdd.Supervise(c.Supervisor)
|
||||
c.Supervisor.Add(btnAdd)
|
||||
row.Pack(btnAdd, ui.Pack{
|
||||
Side: ui.E,
|
||||
})
|
||||
|
||||
return tab
|
||||
}
|
||||
|
||||
func (c DoodadProperties) reloadTagFrame() {
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Block a user