Wait Modal
* Add modal.Wait() that creates a global progress bar modal which is not dismissable by the user; the caller must Dismiss() the modal themselves when ready. * It will be useful in the future in case e.g. saving a Level needs to take a while to rebalance chunks and the modal prevents ALL interaction with the game so the user can't further modify the level while it's busy refactoring itself. * Cheat code: "test wait screen" to show the Wait modal for 10 seconds.
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@ -29,6 +29,7 @@ var (
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CheatPlayAsBird = "fly like a bird"
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CheatGodMode = "god mode"
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CheatDebugLoadScreen = "test load screen"
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CheatDebugWaitScreen = "test wait screen"
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CheatUnlockLevels = "master key"
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CheatSkipLevel = "warp whistle"
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)
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@ -5,6 +5,7 @@ import (
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"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
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"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
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)
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@ -168,6 +169,15 @@ func (c Command) cheatCommand(d *Doodle) bool {
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loadscreen.Hide()
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}()
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case balance.CheatDebugWaitScreen:
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m := modal.Wait("Crunching some numbers...").WithTitle("Please hold").Then(func() {
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d.Flash("Wait modal dismissed.")
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})
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go func() {
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time.Sleep(10 * time.Second)
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m.Dismiss(true)
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}()
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case balance.CheatUnlockLevels:
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balance.CheatEnabledUnlockLevels = !balance.CheatEnabledUnlockLevels
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if balance.CheatEnabledUnlockLevels {
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@ -66,13 +66,13 @@ func Handled(ev *event.State) bool {
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}
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// Enter key submits the default button.
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if keybind.Enter(ev) {
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if keybind.Enter(ev) && !current.force {
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current.Dismiss(true)
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return true
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}
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// Escape key cancels the modal.
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if keybind.Shutdown(ev) && current.cancelable {
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if keybind.Shutdown(ev) && current.cancelable && !current.force {
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current.Dismiss(false)
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return true
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}
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@ -124,6 +124,8 @@ type Modal struct {
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window *ui.Window
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callback func()
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cancelable bool // Escape key can cancel the modal
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force bool // Enter key can not close the modal (e.g. Wait)
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teardown func() // Optional teardown logic a modal can attach.
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}
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// WithTitle sets the title of the modal.
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@ -144,4 +146,8 @@ func (m *Modal) Dismiss(call bool) {
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if call && m.callback != nil {
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m.callback()
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}
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if m.teardown != nil {
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m.teardown()
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}
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}
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140
pkg/modal/wait.go
Normal file
140
pkg/modal/wait.go
Normal file
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@ -0,0 +1,140 @@
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package modal
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import (
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"fmt"
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"time"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
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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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// Wait pops up a non-dismissable modal that the caller can close when they're ready.
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func Wait(message string, args ...interface{}) *Modal {
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if !ready {
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panic("modal.Wait(): not ready")
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} else if current != nil {
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current.Dismiss(false)
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}
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// Reset the supervisor.
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supervisor = ui.NewSupervisor()
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m := &Modal{
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title: "Wait",
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message: fmt.Sprintf(message, args...),
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force: true,
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}
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m.window = makeWaitModal(m)
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center(m.window)
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current = m
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return m
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}
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// creates the ui.Window for the Wait modal.
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func makeWaitModal(m *Modal) *ui.Window {
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win := ui.NewWindow("Wait")
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_, title := win.TitleBar()
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title.TextVariable = &m.title
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msgFrame := ui.NewFrame("Wait Message")
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win.Pack(msgFrame, ui.Pack{
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Side: ui.N,
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})
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msg := ui.NewLabel(ui.Label{
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TextVariable: &m.message,
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Font: balance.UIFont,
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})
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msgFrame.Pack(msg, ui.Pack{
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Side: ui.N,
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})
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// Create a bouncing progress bar.
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var (
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trough *ui.Frame
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troughW = 250
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progressBar *ui.Frame
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progressX int
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progressW = 64
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progressH = 30
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progressSpeed = 8
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progressFreq = 16 * time.Millisecond
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)
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trough = ui.NewFrame("Progress Trough")
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trough.Configure(ui.Config{
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Width: troughW,
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Height: progressH,
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BorderSize: 1,
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BorderStyle: ui.BorderSunken,
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Background: render.Grey,
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})
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win.Pack(trough, ui.Pack{
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Side: ui.N,
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Padding: 4,
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})
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progressBar = ui.NewFrame("Progress Bar")
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progressBar.Configure(ui.Config{
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Width: progressW,
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Height: 30,
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Background: render.Green,
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})
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trough.Place(progressBar, ui.Place{
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Left: progressX,
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Top: 0,
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})
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trough.Compute(engine)
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win.Compute(engine)
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win.Supervise(supervisor)
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// Animate the bouncing of the progress bar in a background goroutine,
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// and allow canceling it when the modal is dismissed.
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var (
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cancel = make(chan interface{})
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ping = time.NewTicker(progressFreq)
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)
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go func() {
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for {
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select {
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case <-cancel:
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ping.Stop()
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return
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case <-ping.C:
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// Have room to move the progress bar?
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progressX += progressSpeed
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// Cap it to within bounds.
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if progressX+progressW >= troughW {
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progressX = troughW - progressW
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if progressSpeed > 0 {
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progressSpeed *= -1
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}
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} else if progressX < 0 {
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progressX = 0
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if progressSpeed < 0 {
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progressSpeed *= -1
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}
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}
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trough.Place(progressBar, ui.Place{
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Left: progressX,
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Top: 0,
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})
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trough.Compute(engine)
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}
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}
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}()
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// Cancel the goroutine on modal teardown.
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m.teardown = func() {
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cancel <- nil
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}
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return win
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}
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