package doodle import ( "fmt" "path/filepath" "git.kirsle.net/SketchyMaze/doodle/pkg/balance" "git.kirsle.net/SketchyMaze/doodle/pkg/branding" "git.kirsle.net/SketchyMaze/doodle/pkg/branding/builds" "git.kirsle.net/SketchyMaze/doodle/pkg/doodads" "git.kirsle.net/SketchyMaze/doodle/pkg/drawtool" "git.kirsle.net/SketchyMaze/doodle/pkg/enum" "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" "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" ) // EditorUI manages the user interface for the Editor Scene. type EditorUI struct { d *Doodle Scene *EditorScene // Variables StatusBoxes []*string StatusMouseText string StatusPaletteText string StatusFilenameText string StatusScrollText string selectedSwatch string // name of selected swatch in palette cursor render.Point // remember the cursor position in Loop // Widgets screen *ui.Frame // full-window parent frame for layout Supervisor *ui.Supervisor Canvas *uix.Canvas Workspace *ui.Frame MenuBar *ui.MenuBar StatusBar *ui.Frame ToolBar *ui.Frame PlayButton *ui.Button // Popup windows. levelSettingsWindow *ui.Window doodadPropertiesWindow *ui.Window aboutWindow *ui.Window doodadWindow *ui.Window paletteEditor *ui.Window layersWindow *ui.Window textToolWindow *ui.Window publishWindow *ui.Window filesystemWindow *ui.Window licenseWindow *ui.Window settingsWindow *ui.Window // lazy loaded doodadConfigWindows map[string]*ui.Window // Palette window. Palette *ui.Window PaletteTab *ui.Frame DoodadTab *ui.Frame // ToolBar window. activeTool string // Draggable Doodad canvas. DraggableActor *DraggableActor } // NewEditorUI initializes the Editor UI. func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI { u := &EditorUI{ d: d, Scene: s, Supervisor: ui.NewSupervisor(), StatusMouseText: "Cursor: (waiting)", StatusPaletteText: "Swatch: ", StatusFilenameText: "Filename: ", StatusScrollText: "Hello world", doodadConfigWindows: map[string]*ui.Window{}, } // The screen is a full-window-sized frame for laying out the UI. u.screen = ui.NewFrame("screen") u.screen.Resize(render.NewRect(d.width, d.height)) u.screen.Compute(d.Engine) // Default tool in the toolbox. u.activeTool = drawtool.PencilTool.String() // Bind the StatusBoxes arrays to the text variables. u.StatusBoxes = []*string{ &u.StatusMouseText, &u.StatusPaletteText, &u.StatusFilenameText, &u.StatusScrollText, } u.Canvas = u.SetupCanvas(d) u.MenuBar = u.SetupMenuBar(d) u.StatusBar = u.SetupStatusBar(d) u.ToolBar = u.SetupToolbar(d) u.Workspace = u.SetupWorkspace(d) // important that this is last! // Preload pop-up windows before they're needed. u.SetupPopups(d) u.screen.Pack(u.MenuBar, ui.Pack{ Side: ui.N, FillX: true, }) // Play Button, for levels only. if s.DrawingType == enum.LevelDrawing { u.PlayButton = ui.NewButton("Play", ui.NewLabel(ui.Label{ Text: "Play (P)", Font: balance.PlayButtonFont, })) u.PlayButton.Handle(ui.MouseDown, func(ed ui.EventData) error { // Ugly hack: reuse the doodad dropper drag/drop function, // smuggle state by the special filename >.< doodad, _ := doodads.LoadFile(balance.PlayerCharacterDoodad) u.startDragActor(doodad, &level.Actor{ Filename: "__play_from_here__", }) return nil }) u.PlayButton.Handle(ui.Click, func(ed ui.EventData) error { u.Scene.Playtest() return nil }) u.Supervisor.Add(u.PlayButton) } // Position the Canvas inside the frame. u.Workspace.Pack(u.Canvas, ui.Pack{ Side: ui.N, }) u.Workspace.Compute(d.Engine) u.ExpandCanvas(d.Engine) // Select the first swatch of the palette. if u.Canvas.Palette != nil && u.Canvas.Palette.ActiveSwatch != nil { u.selectedSwatch = u.Canvas.Palette.ActiveSwatch.Name } return u } // Teardown the UI manager and free all the SDL2 textures under its control. func (u *EditorUI) Teardown() { log.Debug("EditorUI.Teardown()") u.Canvas.Destroy() } // FinishSetup runs the Setup tasks that must be postponed til the end, such // as rendering the Palette window so that it can accurately show the palette // loaded from a level. func (u *EditorUI) FinishSetup(d *Doodle) { u.Palette = u.SetupPalette(d) u.Resized(d) } // Resized handles the window being resized so we can recompute the widgets. func (u *EditorUI) Resized(d *Doodle) { // Resize the screen frame to fill the window. u.screen.Resize(render.NewRect(d.width, d.height)) u.screen.Compute(d.Engine) menuHeight := 20 // TODO: ideally the MenuBar should know its own height and we can ask // Status Bar. { u.StatusBar.Configure(ui.Config{ Width: d.width, }) u.StatusBar.MoveTo(render.Point{ X: 0, Y: d.height - u.StatusBar.Size().H, }) u.StatusBar.Compute(d.Engine) } // Palette panel. { if usercfg.Current.HorizontalToolbars { u.Palette.Configure(ui.Config{ Width: u.d.width, Height: paletteWidth, }) u.Palette.MoveTo(render.NewPoint( 0, u.d.height-u.Palette.BoxSize().H-u.StatusBar.Size().H, )) } else { u.Palette.Configure(ui.Config{ Width: paletteWidth, Height: u.d.height - u.StatusBar.Size().H, }) u.Palette.MoveTo(render.NewPoint( u.d.width-u.Palette.BoxSize().W, menuHeight, )) } u.Palette.Compute(d.Engine) } var ( innerHeight = u.d.height - menuHeight - u.StatusBar.Size().H innerWidth = u.d.width ) // Tool Bar. { tbSize := ui.Config{ Width: toolbarWidth, Height: innerHeight, } if usercfg.Current.HorizontalToolbars { tbSize.Width = innerWidth tbSize.Height = toolbarWidth } u.ToolBar.Configure(tbSize) u.ToolBar.MoveTo(render.NewPoint( 0, menuHeight, )) u.ToolBar.Compute(d.Engine) } // Position the workspace around with the other widgets. { frame := u.Workspace if usercfg.Current.HorizontalToolbars { frame.MoveTo(render.NewPoint( 0, menuHeight+u.ToolBar.Size().H, )) frame.Resize(render.NewRect( d.width, d.height-menuHeight-u.StatusBar.Size().H-u.ToolBar.Size().H-u.Palette.Size().H, )) } else { frame.MoveTo(render.NewPoint( u.ToolBar.Size().W, menuHeight, )) frame.Resize(render.NewRect( d.width-u.Palette.Size().W-u.ToolBar.Size().W, d.height-menuHeight-u.StatusBar.Size().H, )) } frame.Compute(d.Engine) u.ExpandCanvas(d.Engine) } // Position the Play button over the workspace. if u.PlayButton != nil { btn := u.PlayButton btn.Compute(d.Engine) var ( wsP = u.Workspace.Point() wsSize = u.Workspace.Size() btnSize = btn.Size() padding = 8 ) btn.MoveTo(render.NewPoint( wsP.X+wsSize.W-btnSize.W-padding, wsP.Y+wsSize.H-btnSize.H-padding, )) } } // Loop to process events and update the UI. func (u *EditorUI) Loop(ev *event.State) error { u.cursor = render.NewPoint(ev.CursorX, ev.CursorY) // Loop the UI and see whether we're told to stop event propagation. var stopPropagation bool if err := u.Supervisor.Loop(ev); err != nil { if err == ui.ErrStopPropagation { stopPropagation = true } else { return err } } // Update status bar labels. { u.StatusMouseText = fmt.Sprintf("Rel:(%s) Abs:(%d,%d)", *u.Scene.debWorldIndex, ev.CursorX, ev.CursorY, ) u.StatusPaletteText = fmt.Sprintf("%s Tool", u.Canvas.Tool, ) u.StatusScrollText = fmt.Sprintf("Scroll: %s Viewport: %s", u.Canvas.Scroll, u.Canvas.Viewport(), ) // Statusbar filename label. filename := "untitled.level" fileType := "Level" if u.Scene.filename != "" { filename = u.Scene.filename } if u.Scene.DrawingType == enum.DoodadDrawing { fileType = "Doodad" } u.StatusFilenameText = fmt.Sprintf("Filename: %s (%s)", filepath.Base(filename), fileType, ) } // Recompute widgets. // Explanation: if I don't, the UI packing algorithm somehow causes widgets // to creep away every frame and fly right off the screen. For example the // ToolBar's buttons would start packed at the top of the bar but then just // move themselves every frame downward and away. u.MenuBar.Compute(u.d.Engine) u.StatusBar.Compute(u.d.Engine) u.Palette.Compute(u.d.Engine) u.ToolBar.Compute(u.d.Engine) // Only forward events to the Canvas if the UI hasn't stopped them. // Also ignore events if a managed ui.Window is overlapping the canvas. // Also ignore if an active modal (popup menu) is on screen. if !(stopPropagation || u.Supervisor.IsPointInWindow(u.cursor) || u.Supervisor.GetModal() != nil) { u.Canvas.Loop(ev) } return nil } // Present the UI to the screen. func (u *EditorUI) Present(e render.Engine) { // Draw the workspace canvas first. Rationale: we want it to have the lowest // Z-index so Tooltips can pop on top of the workspace. u.Workspace.Present(e, u.Workspace.Point()) // TODO: if I don't Compute() the palette window, then, whenever the dev console // is open the window will blank out its contents leaving only the outermost Frame. // The title bar and borders are gone. But other UI widgets don't do this. // FIXME: Scene interface should have a separate ComputeUI() from Loop()? u.Palette.Compute(u.d.Engine) u.Palette.Present(e, u.Palette.Point()) u.MenuBar.Present(e, u.MenuBar.Point()) u.StatusBar.Present(e, u.StatusBar.Point()) u.ToolBar.Present(e, u.ToolBar.Point()) if u.PlayButton != nil { u.PlayButton.Present(e, u.PlayButton.Point()) } u.screen.Present(e, render.Origin) // Draw the crosshair over the level canvas, but not over UI popups. uix.DrawCrosshair(e, u.Canvas, usercfg.Current.CrosshairColor, usercfg.Current.CrosshairSize) // Draw any windows being managed by Supervisor. u.Supervisor.Present(e) // Are we dragging a Doodad canvas? if u.Supervisor.IsDragging() { if actor := u.DraggableActor; actor != nil { var size = actor.canvas.Size() // Scale the actor up or down by the zoom level of the Editor Canvas. // TODO: didn't seem to make a difference // size.W = u.Canvas.ZoomMultiply(size.W) // size.H = u.Canvas.ZoomMultiply(size.H) // actor.canvas.Zoom = u.Canvas.Zoom actor.canvas.Present(u.d.Engine, render.NewPoint( u.cursor.X-(size.W/2), u.cursor.Y-(size.H/2), )) } } } // SetupWorkspace configures the main Workspace frame that takes up the full // window apart from toolbars. The Workspace has a single child element, the // Canvas, so it can easily full-screen it or center it for Doodad editing. func (u *EditorUI) SetupWorkspace(d *Doodle) *ui.Frame { frame := ui.NewFrame("Workspace") return frame } // SetupCanvas configures the main drawing canvas in the editor. func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas { drawing := uix.NewCanvas(balance.ChunkSize, true) drawing.Name = "edit-canvas" drawing.FancyCursors = true drawing.Palette = level.DefaultPalette() drawing.SetBackground(render.White) if len(drawing.Palette.Swatches) > 0 { drawing.SetSwatch(drawing.Palette.Swatches[0]) } // Handle the Canvas deleting our actors in edit mode. drawing.OnDeleteActors = func(actors []*uix.Actor) { if u.Scene.Level != nil { for _, actor := range actors { u.Scene.Level.Actors.Remove(actor.Actor) } drawing.InstallActors(u.Scene.Level.Actors) } } // A drag event initiated inside the Canvas. This happens in the ActorTool // mode when you click an existing Doodad and it "pops" out of the canvas // and onto the cursor to be repositioned. drawing.OnDragStart = func(actor *level.Actor) { log.Warn("drawing.OnDragStart: grab actor %s", actor.Filename) u.startDragActor(nil, actor) } // A link event to connect two actors together. drawing.OnLinkActors = func(a, b *uix.Actor) { // The actors are a uix.Actor which houses a level.Actor which we // want to update to map each other's IDs. idA, idB := a.Actor.ID(), b.Actor.ID() // Are they already linked? if a.Actor.IsLinked(idB) || b.Actor.IsLinked(idA) { a.Actor.Unlink(idB) b.Actor.Unlink(idA) } else { a.Actor.AddLink(idB) b.Actor.AddLink(idA) } // Reset the Link tool. 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. drawing.Handle(ui.Drop, func(ed ui.EventData) error { // Editor Canvas's position relative to the window. var P = ui.AbsolutePosition(drawing) // Was it an actor from the Doodad Palette? if actor := u.DraggableActor; actor != nil { log.Info("Actor is a %s", actor.doodad.Filename) // The actor has been dropped so null it out. defer func() { u.DraggableActor.Teardown() u.DraggableActor = nil }() if u.Scene.Level == nil { u.d.Flash("Can't drop doodads onto doodad drawings!") return nil } // If they dropped it onto a UI window, ignore it. if u.Supervisor.IsPointInWindow(ed.Point) { return nil } var ( // Uncenter the drawing from the cursor. size = actor.canvas.Size() position = render.Point{ X: (u.cursor.X - drawing.Scroll.X - (size.W / 2)) - P.X, Y: (u.cursor.Y - drawing.Scroll.Y - (size.H / 2)) - P.Y, } ) // Adjust the level position per the zoom factor. position.X = drawing.ZoomDivide(position.X) position.Y = drawing.ZoomDivide(position.Y) // Was it an already existing actor to re-add to the map? if actor.actor != nil { // Was this doodad drop, the Play Level button? if actor.actor.Filename == "__play_from_here__" { if shmem.Cursor.Inside(u.PlayButton.Rect()) { u.Scene.Playtest() } else { u.Scene.PlaytestFrom(position) } return nil } actor.actor.Point = position u.Scene.Level.Actors.Add(actor.actor) } else { u.Scene.Level.Actors.Add(level.NewActor(level.Actor{ Point: position, Filename: actor.doodad.Filename, })) } err := drawing.InstallActors(u.Scene.Level.Actors) if err != nil { log.Error("Error installing actor onDrop to canvas: %s", err) } } return nil }) u.Supervisor.Add(drawing) return drawing } // ExpandCanvas manually expands the Canvas to fill the frame, to work around // UI packing bugs. Ideally I would use `Expand: true` when packing the Canvas // in its frame, but that would artificially expand the Canvas also when it // _wanted_ to be smaller, as in Doodad Editing Mode. func (u *EditorUI) ExpandCanvas(e render.Engine) { if u.Scene.DrawingType == enum.LevelDrawing { var ( workspaceSize = u.Workspace.Size() maxSize = workspaceSize ) // If the level is bounded make that the max canvas size. if u.Scene.Level != nil && u.Scene.Level.PageType >= level.Bounded { if u.Scene.Level.MaxWidth < int64(maxSize.W) { maxSize.W = int(u.Scene.Level.MaxWidth) } if u.Scene.Level.MaxHeight < int64(maxSize.H) { maxSize.H = int(u.Scene.Level.MaxHeight) } } u.Canvas.Resize(maxSize) } else { // Size is managed externally. } u.Workspace.Compute(e) } // SetupStatusBar sets up the status bar widget along the bottom of the window. func (u *EditorUI) SetupStatusBar(d *Doodle) *ui.Frame { frame := ui.NewFrame("Status Bar") frame.Configure(ui.Config{ BorderStyle: ui.BorderRaised, Background: render.Grey, BorderSize: 2, }) style := ui.Config{ Background: render.Grey, BorderStyle: ui.BorderSunken, BorderColor: render.Grey, BorderSize: 1, } var labelHeight int for _, variable := range u.StatusBoxes { label := ui.NewLabel(ui.Label{ TextVariable: variable, Font: balance.StatusFont, }) label.Configure(style) label.Compute(d.Engine) frame.Pack(label, ui.Pack{ Side: ui.W, PadX: 1, }) if labelHeight == 0 { labelHeight = label.BoxSize().H } } extraLabel := ui.NewLabel(ui.Label{ Text: fmt.Sprintf("%s %s", branding.AppName, builds.Version), Font: balance.StatusFont, }) extraLabel.Configure(ui.Config{ Background: render.Grey, BorderStyle: ui.BorderSunken, BorderColor: render.Grey, BorderSize: 1, }) extraLabel.Compute(d.Engine) frame.Pack(extraLabel, ui.Pack{ Side: ui.E, }) // Set the initial good frame size to have the height secured, // so when resizing the application window we can just adjust for width. frame.Resize(render.Rect{ W: d.width, H: labelHeight + frame.BoxThickness(1), }) frame.Compute(d.Engine) return frame }