Commit Graph

6 Commits (f18dcf9c2c8e776e3e28f209fe8a57b57d17a647)

Author SHA1 Message Date
Noah 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
Noah 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
Noah 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
Noah 2e36d9ca85 WIP Labels 2018-07-31 17:18:13 -07:00
Noah 602273aa16 Add ui.Supervisor for Widget Event Handling
The Buttons can now be managed by a ui.Supervisor and be notified when
the mouse enters or leaves their bounding box and handle click events.

Current event handlers supported:
* MouseOver
* MouseOut
* MouseDown
* MouseUp
* Click

Each of those events are only fired when the state of the event has
changed, i.e. the first time the mouse enters the widget MouseOver is
called and then when the mouse leaves later, MouseOut is called.

A completed click event (mouse was released while pressed and hovering
the button) triggers both MouseOut and Click, so the button can pop
itself out and also run the click handler.
2018-07-25 20:25:02 -07:00
Noah 41e1838549 Add JS + History to Shell, Add Main Scene
* The shell now supports an "eval" command, or "$" for short.
  * Runs it in an Otto JavaScript VM.
  * Some global variables are available, like `d` is the Doodle object
    itself, `log`, `RGBA()` and `Point()`
* The shell supports paging through input history using the arrow keys.
* Added an initial Main Scene
2018-07-25 19:38:54 -07:00