package doodle // XXX REFACTOR XXX // This function only uses EditorUI and not Doodle and is a candidate for // refactor into a subpackage if EditorUI itself can ever be decoupled. import ( "fmt" "git.kirsle.net/apps/doodle/pkg/balance" "git.kirsle.net/apps/doodle/pkg/doodads" "git.kirsle.net/apps/doodle/pkg/level" "git.kirsle.net/apps/doodle/pkg/log" "git.kirsle.net/apps/doodle/pkg/uix" "git.kirsle.net/go/render" "git.kirsle.net/go/ui" ) // DraggableActor is a Doodad being dragged from the Doodad palette. type DraggableActor struct { canvas *uix.Canvas doodad *doodads.Doodad // if a new one from the palette actor *level.Actor // if a level actor } // startDragActor begins the drag event for a Doodad onto a level. // actor may be nil (if you drag a new doodad from the palette) or otherwise // is an existing actor from the level. func (u *EditorUI) startDragActor(doodad *doodads.Doodad, actor *level.Actor) { u.Supervisor.DragStart() if doodad == nil { if actor != nil { obj, err := doodads.LoadFile(actor.Filename) if err != nil { log.Error("startDragExistingActor: actor doodad name %s not found: %s", actor.Filename, err) return } doodad = obj } else { panic("EditorUI.startDragActor: doodad AND/OR actor is required, but neither were given") } } // Create the canvas to render on the mouse cursor. drawing := uix.NewCanvas(doodad.Layers[0].Chunker.Size, false) drawing.LoadDoodad(doodad) drawing.Resize(doodad.Rect()) drawing.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO: invisible becomes white drawing.MaskColor = balance.DragColor // blueprint effect u.DraggableActor = &DraggableActor{ canvas: drawing, doodad: doodad, actor: actor, } } // setupDoodadFrame configures the Doodad Palette tab for Edit Mode. // This is a subroutine of editor_ui.go#SetupPalette() // // Can return an error if userdir.ListDoodads() returns an error (like directory // not found), but it will *ALWAYS* return a valid ui.Frame -- it will just be // empty and uninitialized. func (u *EditorUI) setupDoodadFrame(e render.Engine, window *ui.Window) (*ui.Frame, error) { var ( frame = ui.NewFrame("Doodad Tab") perRow = balance.UIDoodadsPerRow ) // Pager buttons on top of the doodad list. pager := ui.NewFrame("Doodad Pager") pager.SetBackground(render.RGBA(255, 0, 0, 20)) // TODO: if I don't set a background color, // this frame will light up the same color as the Link button on mouse // over. somewhere some memory might be shared between the recent widgets { leftBtn := ui.NewButton("Prev Page", ui.NewLabel(ui.Label{ Text: "<", Font: balance.MenuFont, })) leftBtn.Handle(ui.Click, func(p render.Point) { u.scrollDoodadFrame(-1) }) u.Supervisor.Add(leftBtn) pager.Pack(leftBtn, ui.Pack{ Side: ui.W, }) scroller := ui.NewFrame("Doodad Scroll Progressbar") scroller.Configure(ui.Config{ Width: 20, Height: 20, Background: render.RGBA(128, 128, 128, 128), }) pager.Pack(scroller, ui.Pack{ Side: ui.W, }) u.doodadScroller = scroller rightBtn := ui.NewButton("Next Page", ui.NewLabel(ui.Label{ Text: ">", Font: balance.MenuFont, })) rightBtn.Handle(ui.Click, func(p render.Point) { u.scrollDoodadFrame(1) }) u.Supervisor.Add(rightBtn) pager.Pack(rightBtn, ui.Pack{ Side: ui.E, }) } u.doodadPager = pager frame.Pack(pager, ui.Pack{ Side: ui.N, Fill: true, PadY: 5, }) doodadsAvailable, err := doodads.ListDoodads() if err != nil { return frame, fmt.Errorf( "setupDoodadFrame: doodads.ListDoodads: %s", err, ) } var buttonSize = (paletteWidth - window.BoxThickness(2)) / perRow u.doodadButtonSize = buttonSize // Load all the doodads, skip hidden ones. var items []*doodads.Doodad for _, filename := range doodadsAvailable { doodad, err := doodads.LoadFile(filename) if err != nil { log.Error(err.Error()) doodad = doodads.New(balance.DoodadSize) } // Skip hidden doodads. if doodad.Hidden && !balance.ShowHiddenDoodads { log.Info("skip %s: hidden doodad", filename) continue } doodad.Filename = filename items = append(items, doodad) } // Draw the doodad buttons in a grid `perRow` buttons wide. var ( row *ui.Frame rowCount int // for labeling the ui.Frame for each row btnRows = []*ui.Frame{} // Collect the row frames for the buttons. ) for i, doodad := range items { doodad := doodad if row == nil || i%perRow == 0 { rowCount++ row = ui.NewFrame(fmt.Sprintf("Doodad Row %d", rowCount)) row.SetBackground(balance.WindowBackground) btnRows = append(btnRows, row) frame.Pack(row, ui.Pack{ Side: ui.N, Fill: true, }) } can := uix.NewCanvas(int(buttonSize), true) can.Name = doodad.Title can.SetBackground(render.White) can.LoadDoodad(doodad) btn := ui.NewButton(doodad.Title, can) btn.Resize(render.NewRect( buttonSize-2, // TODO: without the -2 the button border buttonSize-2, // rests on top of the window border. )) row.Pack(btn, ui.Pack{ Side: ui.W, }) // Begin the drag event to grab this Doodad. // NOTE: The drag target is the EditorUI.Canvas in // editor_ui.go#SetupCanvas() btn.Handle(ui.MouseDown, func(e render.Point) { log.Warn("MouseDown on doodad %s (%s)", doodad.Filename, doodad.Title) u.startDragActor(doodad, nil) }) u.Supervisor.Add(btn) // Resize the canvas to fill the button interior. btnSize := btn.Size() can.Resize(render.NewRect( btnSize.W-btn.BoxThickness(2), btnSize.H-btn.BoxThickness(2), ), ) btn.Compute(e) } u.doodadRows = btnRows u.scrollDoodadFrame(0) return frame, nil } // scrollDoodadFrame handles the Page Up/Down buttons to adjust the number of // Doodads visible on screen. // // rows is the number of rows to scroll. Positive values mean scroll *down* // the list. func (u *EditorUI) scrollDoodadFrame(rows int) { u.doodadSkip += rows if u.doodadSkip < 0 { u.doodadSkip = 0 } // Calculate about how many rows we can see given our current window size. var ( maxVisibleHeight = u.d.height - 86 calculatedHeight int rowsBefore int // count of rows hidden before rowsVisible int rowsAfter int // count of rows hidden after rowsEstimated = maxVisibleHeight / u.doodadButtonSize // estimated number rows shown maxSkip = ((len(u.doodadRows) * int(u.doodadButtonSize)) - int(u.doodadButtonSize*rowsEstimated)) / int(u.doodadButtonSize) ) if maxSkip < 0 { maxSkip = 0 } if u.doodadSkip > maxSkip { u.doodadSkip = maxSkip } // If the window is big enough to encompass all the doodads, don't show // the pager toolbar, its just confusing. if maxSkip == 0 { u.doodadPager.Hide() } else { u.doodadPager.Show() } // Comb through the doodads and show/hide the relevant buttons. for i, row := range u.doodadRows { if i < u.doodadSkip { row.Hide() rowsBefore++ continue } calculatedHeight += u.doodadButtonSize if calculatedHeight > maxVisibleHeight { row.Hide() rowsAfter++ } else { row.Show() rowsVisible++ } } var viewPercent = float64(rowsBefore+rowsVisible) / float64(len(u.doodadRows)) u.doodadScroller.Configure(ui.Config{ Width: int(float64(paletteWidth-50) * viewPercent), // TODO: hacky magic number }) }