package modal import ( "fmt" "time" "git.kirsle.net/SketchyMaze/doodle/pkg/balance" "git.kirsle.net/SketchyMaze/doodle/pkg/log" "git.kirsle.net/SketchyMaze/doodle/pkg/savegame" "git.kirsle.net/SketchyMaze/doodle/pkg/sprites" "git.kirsle.net/go/render" "git.kirsle.net/go/ui" ) // ConfigEndLevel sets options for the EndLevel modal. type ConfigEndLevel struct { Engine render.Engine Success bool // false = failure condition // Handler functions - what you don't define will not // show as buttons in the modal. Buttons display priority // is as follows these docs in the source code. OnNextLevel func() // Next Level (victory window) OnRetryCheckpoint func() // Retry from Checkpoint (failed) OnPityNextLevel func() // Pity "Next Level" (Azulian Tag) OnRestartLevel func() // Restart Level OnEditLevel func() // Edit Level (if came from editor) OnExitToMenu func() // Exit to Menu // Set these values to show the "New Record!" part of the modal. NewRecord bool IsPerfect bool TimeElapsed time.Duration } // EndLevel shows the End Level modal. func EndLevel(cfg ConfigEndLevel, title, message string, args ...interface{}) *Modal { if !ready { panic("modal.EndLevel(): not ready") } else if current != nil { return current } // Reset the supervisor. supervisor = ui.NewSupervisor() m := &Modal{ title: title, message: fmt.Sprintf(message, args...), } m.window = makeEndLevel(m, cfg) center(m.window) current = m return m } // makeEndLevel creates the ui.Window for the Confirm modal. func makeEndLevel(m *Modal, cfg ConfigEndLevel) *ui.Window { win := ui.NewWindow("EndLevel") _, title := win.TitleBar() title.TextVariable = &m.title msgFrame := ui.NewFrame("Confirm Message") win.Pack(msgFrame, ui.Pack{ Side: ui.N, }) msg := ui.NewLabel(ui.Label{ TextVariable: &m.message, Font: balance.UIFont, }) msgFrame.Pack(msg, ui.Pack{ Side: ui.N, }) // New Record frame. if cfg.NewRecord { // Get the gold or silver sprite. var ( coin = balance.SilverCoin recordFont = balance.NewRecordFont ) if cfg.IsPerfect { coin = balance.GoldCoin recordFont = balance.NewRecordPerfectFont } recordFrame := ui.NewFrame("New Record") msgFrame.Pack(recordFrame, ui.Pack{ Side: ui.N, }) header := ui.NewLabel(ui.Label{ Text: "A New Record!", Font: recordFont, }) recordFrame.Pack(header, ui.Pack{ Side: ui.N, FillX: true, }) // A frame to hold the icon and duration elapsed. timeFrame := ui.NewFrame("Time Frame") recordFrame.Pack(timeFrame, ui.Pack{ Side: ui.N, }) // Show the coin image. if cfg.Engine != nil { img, err := sprites.LoadImage(cfg.Engine, coin) if err != nil { log.Error("Couldn't load %s: %s", coin, err) } else { timeFrame.Pack(img, ui.Pack{ Side: ui.W, }) } } // Show the time duration label. dur := ui.NewLabel(ui.Label{ Text: savegame.FormatDuration(cfg.TimeElapsed), Font: balance.MenuFont, }) timeFrame.Pack(dur, ui.Pack{ Side: ui.W, }) } // Ok/Cancel button bar. btnBar := ui.NewFrame("Button Bar") msgFrame.Pack(btnBar, ui.Pack{ Side: ui.N, PadY: 4, }) var buttons []*ui.Button var primaryFunc func() for _, btn := range []struct { Label string F func() }{ { Label: "Next Level", F: cfg.OnNextLevel, }, { Label: "Retry from Checkpoint", F: cfg.OnRetryCheckpoint, }, { Label: "Restart Level", F: cfg.OnRestartLevel, }, { Label: "Next Level", F: cfg.OnPityNextLevel, }, { Label: "Edit Level", F: cfg.OnEditLevel, }, { Label: "Exit to Menu", F: cfg.OnExitToMenu, }, } { btn := btn if btn.F == nil { continue } if primaryFunc == nil { primaryFunc = btn.F } button := ui.NewButton(btn.Label+"Button", ui.NewLabel(ui.Label{ Text: btn.Label, Font: balance.MenuFont, })) button.Handle(ui.Click, func(ed ui.EventData) error { m.Dismiss(false) btn.F() return nil }) button.Compute(engine) buttons = append(buttons, button) supervisor.Add(button) btnBar.Pack(button, ui.Pack{ Side: ui.N, PadY: 2, FillX: true, }) // // Make a new row of buttons? // if i > 0 && i%3 == 0 { // btnBar = ui.NewFrame("Button Bar") // msgFrame.Pack(btnBar, ui.Pack{ // Side: ui.N, // PadY: 0, // }) // } } // Mark the first button the primary button. if primaryFunc != nil { m.Then(primaryFunc) } buttons[0].SetStyle(&balance.ButtonPrimary) win.Compute(engine) win.Supervise(supervisor) return win }