Commit Graph

7 Commits

Author SHA1 Message Date
a7fd3aa1ca Doodad Edit Mode: Saving and Loading From Disk
Adds the first features to Edit Mode to support creation of Doodad
files! The "New Doodad" button pops up a prompt for a Doodad size
(default 100px) and configures the Canvas widget and makes a Doodad
struct instead of a Level to manage.

* Move the custom Canvas widget from `level.Canvas` to `uix.Canvas`
  (the uix package is for our custom UI widgets now)
* Rename the `doodads.Doodad` interface (for runtime instances of
  Doodads) to `doodads.Actor` and make `doodads.Doodad` describe the
  file format and JSON schema instead.
* Rename the `EditLevel()` method to `EditDrawing()` and it inspects the
  file extension to know whether to launch the Edit Mode for a Level or
  for a Doodad drawing.
* Doodads can be edited by using the `-edit` CLI flag or using the
  in-game file open features (including `edit` command of dev console).
* Add a `Scrollable` boolean to uix.Canvas to restrict the keyboard
  being able to scroll the level, for editing Doodads which have a fixed
  size.
2018-09-26 10:07:22 -07:00
5434484b6e Abstract Drawing Canvas into Reusable Widget
The `level.Canvas` is a widget that holds onto its Palette and Grid and
has interactions to allow scrolling and editing the grid using the
swatches available on the palette.

Thus all of the logic in the Editor Mode for drawing directly onto the
root SDL surface are now handled inside a level.Canvas instance.

The `level.Canvas` widget has the following properties:
* Like any widget it has an X,Y position and a width/height.
* It has a Scroll position to control which slice of its drawing will be
  visible inside its bounding box.
* It supports levels having negative coordinates for their pixels. It
  doesn't care. The default Scroll position is (0,0) at the top left
  corner of the widget but you can scroll into the negatives and see the
  negative pixels.
* Keyboard keys will scroll the viewport inside the canvas.
* The canvas draws only the pixels that are visible inside its bounding
  box.

This feature will eventually pave the way toward:
* Doodads being dropped on top of your map, each Doodad being its own
  Canvas widget.
* Using drawings as button icons for the user interface, as the Canvas
  is a normal widget.
2018-08-16 20:37:19 -07:00
5956863996 Menu Toolbar for Editor + Shell Prompts + Theme
* Added a "menu toolbar" to the top of the Edit Mode with useful buttons
  that work: New Level, New Doodad (same thing), Save, Save as, Open.
* Added ability for the dev console to prompt the user for a question,
  which opens the console automatically. "Save", "Save as" and "Load"
  ask for their filenames this way.
* Started groundwork for theming the app. The palette window is a light
  brown with an orange title bar, the Menu Toolbar has a black
  background, etc.
* Added support for multiple fonts instead of just monospace. DejaVu
  Sans (normal and bold) are used now for most labels and window titles,
  respectively. The dev console uses DejaVu Sans Mono as before.
* Update ui.Label to accept PadX and PadY separately instead of only
  having the Padding option which did both.
* Improvements to Frame packing algorithm.
* Set the SDL draw mode to BLEND so we can use alpha colors properly,
  so now the dev console is semi-translucent.
2018-08-11 17:30:00 -07:00
8624a28ea9 Add StatusBar to Editor Mode, Iterate on UI Toolkit
* Added `BoxSize()` to Widget that reports the full box size including
  borders and margin.
* The Frame uses the `BoxSize()` of widgets to position them.
  Reintroduces some padding issues (boxes on the GUI Test stick out of
  bounds a bit) but is on the right track.
* Renamed `Padding` to `Margin` on the Widget object, since the Margin
  is taken into consideration along with Outline and Border in computing
  the widget's BoxSize.
* Restructured the Label widget to take a Text or TextVariable property
  and the font settings (render.Text) are in a new `Font` property.
2018-08-05 12:54:57 -07:00
316456ef03 Add CheckButton and CheckBox with Bound Booleans
CheckButton is a generic component based on Button that additionally
takes a *bool variable to manage. When the CheckButton is clicked or
unclicked, it will toggle the bool var and its border style will "stick"
in or out depending on the state.

Checkbox is a Frame widget that wraps a CheckButton and another child
widget, such as a Label. Interacting with the child widget will forward
all of its mouse events to the CheckButton, so that the Label could be
clicked instead of just the box itself.
2018-08-01 19:52:09 -07:00
cbef5a46cb UI: Finish Frame Packing
* Frame.Pack() now supports Fill and Expand and works like Tk.
* The GUITest Scene now draws a large window with two fixed side panels,
  an expanding body panel, and a fixed footer with buttons. The panels
  are filled with other buttons and widgets showing off the Frame
  packing.
2018-08-01 18:52:52 -07:00
2e36d9ca85 WIP Labels 2018-07-31 17:18:13 -07:00