package doodle import ( "fmt" "path/filepath" "strconv" "git.kirsle.net/apps/doodle/lib/events" "git.kirsle.net/apps/doodle/lib/render" "git.kirsle.net/apps/doodle/lib/ui" "git.kirsle.net/apps/doodle/pkg/balance" "git.kirsle.net/apps/doodle/pkg/branding" "git.kirsle.net/apps/doodle/pkg/doodads" "git.kirsle.net/apps/doodle/pkg/drawtool" "git.kirsle.net/apps/doodle/pkg/enum" "git.kirsle.net/apps/doodle/pkg/level" "git.kirsle.net/apps/doodle/pkg/log" "git.kirsle.net/apps/doodle/pkg/uix" ) // Width of the panel frame. var paletteWidth int32 = 150 // 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 Supervisor *ui.Supervisor Canvas *uix.Canvas Workspace *ui.Frame MenuBar *ui.Frame StatusBar *ui.Frame ToolBar *ui.Frame PlayButton *ui.Button // Palette window. Palette *ui.Window PaletteTab *ui.Frame DoodadTab *ui.Frame // Doodad Palette window variables. doodadSkip int doodadRows []*ui.Frame doodadPager *ui.Frame doodadButtonSize int32 doodadScroller *ui.Frame // ToolBar window. activeTool string // Draggable Doodad canvas. DraggableActor *DraggableActor // Palette variables. paletteTab string // selected tab, Palette or Doodads } // 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", } // 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! u.PlayButton = ui.NewButton("Play", ui.NewLabel(ui.Label{ Text: "Play (P)", Font: balance.PlayButtonFont, })) u.PlayButton.Handle(ui.Click, func(p render.Point) { u.Scene.Playtest() }) u.Supervisor.Add(u.PlayButton) // Position the Canvas inside the frame. u.Workspace.Pack(u.Canvas, ui.Pack{ Anchor: 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 } // 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) { // Menu Bar frame. { u.MenuBar.Configure(ui.Config{ Width: int32(d.width), Background: render.Black, }) u.MenuBar.Compute(d.Engine) } // Status Bar. { u.StatusBar.Configure(ui.Config{ Width: int32(d.width), }) u.StatusBar.MoveTo(render.Point{ X: 0, Y: int32(d.height) - u.StatusBar.Size().H, }) u.StatusBar.Compute(d.Engine) } // Palette panel. { u.Palette.Configure(ui.Config{ Width: paletteWidth, Height: int32(u.d.height) - u.StatusBar.Size().H, }) u.Palette.MoveTo(render.NewPoint( int32(u.d.width)-u.Palette.BoxSize().W, u.MenuBar.BoxSize().H, )) u.Palette.Compute(d.Engine) u.scrollDoodadFrame(0) } var innerHeight = int32(u.d.height) - u.MenuBar.Size().H - u.StatusBar.Size().H // Tool Bar. { u.ToolBar.Configure(ui.Config{ Width: toolbarWidth, Height: innerHeight, }) u.ToolBar.MoveTo(render.NewPoint( 0, u.MenuBar.BoxSize().H, )) u.ToolBar.Compute(d.Engine) } // Position the workspace around with the other widgets. { frame := u.Workspace frame.MoveTo(render.NewPoint( u.ToolBar.Size().W, u.MenuBar.Size().H, )) frame.Resize(render.NewRect( int32(d.width)-u.Palette.Size().W-u.ToolBar.Size().W, int32(d.height)-u.MenuBar.Size().H-u.StatusBar.Size().H, )) frame.Compute(d.Engine) u.ExpandCanvas(d.Engine) } // Position the Play button over the workspace. { btn := u.PlayButton btn.Compute(d.Engine) var ( wsP = u.Workspace.Point() wsSize = u.Workspace.Size() btnSize = btn.Size() padding int32 = 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 *events.State) error { u.cursor = render.NewPoint(ev.CursorX.Now, ev.CursorY.Now) // 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:(%d,%d) Abs:(%s)", ev.CursorX.Now, ev.CursorY.Now, *u.Scene.debWorldIndex, ) 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.map" 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. if !stopPropagation { u.Canvas.Loop(ev) } return nil } // Present the UI to the screen. func (u *EditorUI) Present(e render.Engine) { // 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()) u.Workspace.Present(e, u.Workspace.Point()) u.PlayButton.Present(e, u.PlayButton.Point()) // Are we dragging a Doodad canvas? if u.Supervisor.IsDragging() { if actor := u.DraggableActor; actor != nil { var size = actor.canvas.Size() 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.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 []*level.Actor) { if u.Scene.Level != nil { for _, actor := range actors { u.Scene.Level.Actors.Remove(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(filename string) { doodad, err := doodads.LoadFile(filename) if err != nil { log.Error("drawing.OnDragStart: %s", err.Error()) } u.startDragActor(doodad) } // 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() a.Actor.AddLink(idB) b.Actor.AddLink(idA) // Reset the Link tool. drawing.Tool = drawtool.ActorTool d.Flash("Linked '%s' and '%s' together", a.Doodad.Title, b.Doodad.Title) } // 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(e render.Point) { log.Info("Drawing canvas has received a drop!") 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) if u.Scene.Level == nil { u.d.Flash("Can't drop doodads onto doodad drawings!") return } size := actor.canvas.Size() u.Scene.Level.Actors.Add(&level.Actor{ // Uncenter the drawing from the cursor. Point: 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, }, Filename: actor.doodad.Filename, }) err := drawing.InstallActors(u.Scene.Level.Actors) if err != nil { log.Error("Error installing actor onDrop to canvas: %s", err) } } }) 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 { u.Canvas.Resize(u.Workspace.Size()) } else { // Size is managed externally. } u.Workspace.Compute(e) } // SetupMenuBar sets up the menu bar. func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.Frame { frame := ui.NewFrame("MenuBar") // Save and Save As common menu handler var saveFunc func(filename string) switch u.Scene.DrawingType { case enum.LevelDrawing: saveFunc = func(filename string) { if err := u.Scene.SaveLevel(filename); err != nil { d.Flash("Error: %s", err) } else { d.Flash("Saved level: %s", filename) } } case enum.DoodadDrawing: saveFunc = func(filename string) { if err := u.Scene.SaveDoodad(filename); err != nil { d.Flash("Error: %s", err) } else { d.Flash("Saved doodad: %s", filename) } } default: d.Flash("Error: Scene.DrawingType is not a valid type") } type menuButton struct { Text string Click func(render.Point) } buttons := []menuButton{ menuButton{ Text: "New Level", Click: func(render.Point) { d.GotoNewMenu() }, }, menuButton{ Text: "New Doodad", Click: func(render.Point) { d.Prompt("Doodad size [100]>", func(answer string) { size := balance.DoodadSize if answer != "" { i, err := strconv.Atoi(answer) if err != nil { d.Flash("Error: Doodad size must be a number.") return } size = i } d.NewDoodad(size) }) }, }, menuButton{ Text: "Save", Click: func(render.Point) { if u.Scene.filename != "" { saveFunc(u.Scene.filename) } else { d.Prompt("Save filename>", func(answer string) { if answer != "" { saveFunc(answer) } }) } }, }, menuButton{ Text: "Save as...", Click: func(render.Point) { d.Prompt("Save as filename>", func(answer string) { if answer != "" { saveFunc(answer) } }) }, }, menuButton{ Text: "Load", Click: func(render.Point) { d.GotoLoadMenu() }, }, } for _, btn := range buttons { if balance.FreeVersion { if btn.Text == "New Doodad" { continue } } w := ui.NewButton(btn.Text, ui.NewLabel(ui.Label{ Text: btn.Text, Font: balance.MenuFont, })) w.Configure(ui.Config{ BorderSize: 1, OutlineSize: 0, }) w.Handle(ui.MouseUp, btn.Click) u.Supervisor.Add(w) frame.Pack(w, ui.Pack{ Anchor: ui.W, PadX: 1, }) } frame.Compute(d.Engine) return frame } // 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 int32 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{ Anchor: ui.W, PadX: 1, }) if labelHeight == 0 { labelHeight = label.BoxSize().H } } var shareware string if balance.FreeVersion { shareware = " (shareware)" } extraLabel := ui.NewLabel(ui.Label{ Text: fmt.Sprintf("%s v%s%s", branding.AppName, branding.Version, shareware), 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{ Anchor: 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: int32(d.width), H: labelHeight + frame.BoxThickness(1), }) frame.Compute(d.Engine) return frame }