package doodle import ( "git.kirsle.net/apps/doodle/events" "git.kirsle.net/apps/doodle/render" "git.kirsle.net/apps/doodle/ui" ) // MainScene implements the main menu of Doodle. type MainScene struct { Supervisor *ui.Supervisor frame *ui.Frame } // Name of the scene. func (s *MainScene) Name() string { return "Main" } // Setup the scene. func (s *MainScene) Setup(d *Doodle) error { s.Supervisor = ui.NewSupervisor() frame := ui.NewFrame() s.frame = frame s.frame.Configure(ui.Config{ // Width: 400, // Height: 200, Background: render.Purple, BorderStyle: ui.BorderSolid, BorderSize: 1, BorderColor: render.Blue, }) button1 := ui.NewButton(*ui.NewLabel(render.Text{ Text: "New Map", Size: 14, Color: render.Black, })) // button1.Compute(d.Engine) // button1.MoveTo(render.Point{ // X: (d.width / 2) - (button1.Size().W / 2), // Y: 200, // }) button1.Handle("Click", func(p render.Point) { d.NewMap() }) button2 := ui.NewButton(*ui.NewLabel(render.Text{ Text: "New Map", Size: 14, Color: render.Black, })) button2.SetText("Load Map") // button2.Compute(d.Engine) // button2.MoveTo(render.Point{ // X: (d.width / 2) - (button2.Size().W / 2), // Y: 260, // }) var align = ui.E frame.Pack(button1, ui.Pack{ Anchor: align, Padding: 12, Fill: true, }) frame.Pack(button2, ui.Pack{ Anchor: align, Padding: 12, Fill: true, }) s.Supervisor.Add(button1) s.Supervisor.Add(button2) return nil } // Loop the editor scene. func (s *MainScene) Loop(d *Doodle, ev *events.State) error { s.Supervisor.Loop(ev) return nil } // Draw the pixels on this frame. func (s *MainScene) Draw(d *Doodle) error { // Clear the canvas and fill it with white. d.Engine.Clear(render.White) label := ui.NewLabel(render.Text{ Text: "Doodle v" + Version, Size: 26, Color: render.Pink, Stroke: render.SkyBlue, Shadow: render.Black, }) label.Compute(d.Engine) label.MoveTo(render.Point{ X: (d.width / 2) - (label.Size().W / 2), Y: 120, }) label.Present(d.Engine) s.frame.Compute(d.Engine) s.frame.MoveTo(render.Point{ X: (d.width / 2) - (s.frame.Size().W / 2), Y: 200, }) s.frame.Present(d.Engine) s.Supervisor.Present(d.Engine) return nil } // Destroy the scene. func (s *MainScene) Destroy() error { return nil }