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:
Noah 2022-10-09 17:41:24 -07:00
parent 7d15651ff6
commit 701073cecc
19 changed files with 912 additions and 39 deletions

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@ -43,6 +43,11 @@ func init() {
Aliases: []string{"t"},
Usage: "set a key/value tag on the doodad, in key=value format. Empty value deletes the tag.",
},
&cli.StringFlag{
Name: "option",
Aliases: []string{"o"},
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.",
},
&cli.BoolFlag{
Name: "hide",
Usage: "Hide the doodad from the palette",
@ -167,6 +172,36 @@ func editDoodad(c *cli.Context, filename string) error {
modified = true
}
// Options.
opt := c.String("option")
if len(opt) > 0 {
parts := strings.SplitN(opt, "=", 3)
if len(parts) < 2 {
log.Error("--option: must be in format `name=type` or `name=type=value`")
os.Exit(1)
}
var (
name = parts[0]
dataType = parts[1]
value string
)
if len(parts) == 3 {
value = parts[2]
}
// Validate the data types.
if dataType != "bool" && dataType != "str" && dataType != "int" {
log.Error("--option: invalid type, should be a bool, str or int")
os.Exit(1)
}
value = dd.SetOption(name, dataType, value)
log.Info("Set option %s (%s) = %s", name, dataType, value)
modified = true
}
if c.Bool("hide") {
dd.Hidden = true
log.Info("Marked doodad Hidden")

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@ -3,6 +3,7 @@ package commands
import (
"fmt"
"path/filepath"
"sort"
"strings"
"git.kirsle.net/SketchyMaze/doodle/pkg/doodads"
@ -143,6 +144,19 @@ func showLevel(c *cli.Context, filename string) error {
fmt.Printf(" - Name: %s\n", actor.Filename)
fmt.Printf(" UUID: %s\n", id)
fmt.Printf(" At: %s\n", actor.Point)
if len(actor.Options) > 0 {
var ordered = []string{}
for name := range actor.Options {
ordered = append(ordered, name)
}
sort.Strings(ordered)
fmt.Println(" Options:")
for _, name := range ordered {
val := actor.Options[name]
fmt.Printf(" %s %s = %v\n", val.Type, val.Name, val.Value)
}
}
if c.Bool("links") {
for _, link := range actor.Links {
if other, ok := lvl.Actors[link]; ok {
@ -205,6 +219,21 @@ func showDoodad(c *cli.Context, filename string) error {
fmt.Println("")
}
if len(dd.Options) > 0 {
var ordered = []string{}
for name := range dd.Options {
ordered = append(ordered, name)
}
sort.Strings(ordered)
fmt.Println("Options:")
for _, name := range ordered {
opt := dd.Options[name]
fmt.Printf(" %s %s = %v\n", opt.Type, opt.Name, opt.Default)
}
fmt.Println("")
}
showPalette(dd.Palette)
for i, layer := range dd.Layers {

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@ -148,4 +148,12 @@ var (
var (
// Number of Doodads per row in the palette.
UIDoodadsPerRow = 2
// Size of the DoodadButtons on actor canvas mouseover.
UICanvasDoodadButtonSize = 16
// Threshold for "very small doodad" where the buttons take up too big a proportion
// and the doodad can't drag/drop easily.. tiny doodads will show the DoodadButtons
// 50% off the top/right edge.
UICanvasDoodadButtonSpaceNeeded = 20
)

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@ -14,6 +14,7 @@ var (
GoldCoin = "assets/sprites/gold.png"
SilverCoin = "assets/sprites/silver.png"
LockIcon = "assets/sprites/padlock.png"
GearIcon = "assets/sprites/gear.png"
// Cursors
CursorIcon = "assets/sprites/pointer.png"

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@ -18,6 +18,7 @@ type Doodad struct {
Hitbox render.Rect `json:"hitbox"`
Layers []Layer `json:"layers"`
Tags map[string]string `json:"data"` // arbitrary key/value data storage
Options map[string]*Option `json:"options"` // runtime options for a doodad
// Undo history, temporary live data not persisted to the level file.
UndoHistory *drawtool.History `json:"-"`
@ -48,6 +49,7 @@ func New(size int) *Doodad {
},
},
Tags: map[string]string{},
Options: map[string]*Option{},
UndoHistory: drawtool.NewHistory(balance.UndoHistory),
}
}

47
pkg/doodads/options.go Normal file
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@ -0,0 +1,47 @@
package doodads
import (
"fmt"
"strconv"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
)
// Options for runtime, user configurable.
type Option struct {
Type string // bool, str, int
Name string
Default interface{}
}
// SetOption sets an actor option, safely.
func (d *Doodad) SetOption(name, dataType, v string) string {
if _, ok := d.Options[name]; !ok {
d.Options[name] = &Option{
Type: dataType,
Name: name,
}
}
return d.Options[name].Set(v)
}
// Set an option value. Generally do not call this yourself - use SetOption
// to safely set an option which will create the map value the first time.
func (o *Option) Set(v string) string {
switch o.Type {
case "bool":
o.Default = v == "true"
case "str":
o.Default = v
case "int":
if val, err := strconv.Atoi(v); err != nil {
log.Error("Doodad Option.Set: not an int: %v", val)
} else {
o.Default = val
}
default:
log.Error("Doodad Option.Set: don't know how to set a %s type", o.Type)
}
return fmt.Sprintf("%v", o.Default)
}

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@ -15,6 +15,7 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
@ -56,6 +57,7 @@ type EditorUI struct {
filesystemWindow *ui.Window
licenseWindow *ui.Window
settingsWindow *ui.Window // lazy loaded
doodadConfigWindows map[string]*ui.Window
// Palette window.
Palette *ui.Window
@ -79,6 +81,7 @@ func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI {
StatusPaletteText: "Swatch: <none>",
StatusFilenameText: "Filename: <none>",
StatusScrollText: "Hello world",
doodadConfigWindows: map[string]*ui.Window{},
}
// The screen is a full-window-sized frame for laying out the UI.
@ -439,6 +442,24 @@ func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas {
d.Flash("Linked '%s' and '%s' together", a.Doodad().Title, b.Doodad().Title)
}
drawing.OnDoodadConfig = func(a *uix.Actor) {
if win, ok := u.doodadConfigWindows[a.ID()]; ok {
win.Show()
} else {
win = windows.NewDoodadConfigWindow(&windows.DoodadConfig{
Supervisor: u.Supervisor,
Engine: d.Engine,
EditActor: a,
OnRefresh: func() {
},
})
u.ConfigureWindow(d, win)
win.Show()
u.doodadConfigWindows[a.ID()] = win
}
}
// Set up the drop handler for draggable doodads.
// NOTE: The drag event begins at editor_ui_doodad.go when configuring the
// Doodad Palette buttons.
@ -494,10 +515,10 @@ func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas {
actor.actor.Point = position
u.Scene.Level.Actors.Add(actor.actor)
} else {
u.Scene.Level.Actors.Add(&level.Actor{
u.Scene.Level.Actors.Add(level.NewActor(level.Actor{
Point: position,
Filename: actor.doodad.Filename,
})
}))
}
err := drawing.InstallActors(u.Scene.Level.Actors)

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@ -0,0 +1,48 @@
package level
import (
"fmt"
"strconv"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
)
// Option for runtime, user configurable overrides of Doodad Options.
type Option struct {
Type string // bool, str, int
Name string
Value interface{}
}
// SetOption sets an actor option, safely.
func (a *Actor) SetOption(name, dataType, v string) string {
if _, ok := a.Options[name]; !ok {
a.Options[name] = &Option{
Type: dataType,
Name: name,
}
}
return a.Options[name].Set(v)
}
// Set an option value. Generally do not call this yourself - use SetOption
// to safely set an option which will create the map value the first time.
func (o *Option) Set(v string) string {
switch o.Type {
case "bool":
o.Value = v == "true"
case "str":
o.Value = v
case "int":
if val, err := strconv.Atoi(v); err != nil {
log.Error("Actor Option.Set: not an int: %v", val)
o.Value = 0
} else {
o.Value = val
}
default:
log.Error("Actor Option.Set: don't know how to set a %s type", o.Type)
}
return fmt.Sprintf("%v", o.Value)
}

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@ -40,6 +40,17 @@ type Actor struct {
Filename string `json:"filename"` // like "exit.doodad"
Point render.Point `json:"point"`
Links []string `json:"links,omitempty"` // IDs of linked actors
Options map[string]*Option
}
// NewActor initializes a level.Actor.
func NewActor(a Actor) *Actor {
return &Actor{
Filename: a.Filename,
Point: a.Point,
Links: []string{},
Options: map[string]*Option{},
}
}
// ID returns the actor's ID.

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@ -44,7 +44,6 @@ type Actor struct {
immortal bool // Invulnerable to damage
hitbox render.Rect
inventory map[string]int // item inventory. doodad name -> quantity, 0 for key item.
data map[string]string // arbitrary key/value store. DEPRECATED ??
// Movement data.
position render.Point
@ -357,30 +356,34 @@ func (a *Actor) Hitbox() render.Rect {
return a.hitbox
}
// SetData sets an arbitrary field in the actor's K/V storage.
func (a *Actor) SetData(key, value string) {
if a.data == nil {
a.data = map[string]string{}
// Options returns the list of all available Doodad options, sorted.
func (a *Actor) Options() []string {
var result = []string{}
for option := range a.Doodad().Options {
result = append(result, option)
}
a.muData.Lock()
a.data[key] = value
a.muData.Unlock()
sort.Strings(result)
return result
}
// GetData gets an arbitrary field from the actor's K/V storage.
// Missing keys just return a blank string (friendly to the JavaScript
// environment).
func (a *Actor) GetData(key string) string {
if a.data == nil {
return ""
// Get an option value from the actor. If the option is not configured,
// returns the default Doodad option, or nil if not there either.
func (a *Actor) GetOption(name string) *level.Option {
// Actor configured option?
if opt, ok := a.Actor.Options[name]; ok {
return opt
}
a.muData.RLock()
v, _ := a.data[key]
a.muData.RUnlock()
// Doodad default option?
if opt, ok := a.Doodad().Options[name]; ok {
return &level.Option{
Name: opt.Name,
Type: opt.Type,
Value: opt.Default,
}
}
return v
return nil
}
// LayerCount returns the number of layers in this actor's drawing.

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@ -36,6 +36,12 @@ type Canvas struct {
Scrollable bool // Cursor keys will scroll the viewport of this canvas.
Zoom int // Zoom level on the canvas.
// Toogle for doodad canvases in the Level Editor to show their buttons.
ShowDoodadButtons bool
doodadButtonFrame ui.Widget // lazy init
doodadButtonFrameHovering bool
OnDoodadConfig func(*Actor)
// Custom label to place in the lower-right corner of the canvas.
// Used for e.g. the quantity badge on Inventory items.
CornerLabel string

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@ -97,6 +97,11 @@ func (w *Canvas) InstallScripts() error {
w.MakeScriptAPI(vm)
vm.Set("Self", vm.Self)
// If there is no script attached, do not try and load or call the main() function.
if actor.Doodad().Script == "" {
continue
}
if _, err := vm.Run(actor.Doodad().Script); err != nil {
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
}
}

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@ -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,
}
}

View File

@ -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)

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@ -91,6 +91,14 @@ func (w *Canvas) MakeSelfAPI(actor *Actor) map[string]interface{} {
return render.NewRect(size, size)
},
"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)

View 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
}

View File

@ -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() {
}