package doodle import ( "git.kirsle.net/SketchyMaze/doodle/pkg/levelpack" "git.kirsle.net/SketchyMaze/doodle/pkg/shmem" "git.kirsle.net/SketchyMaze/doodle/pkg/usercfg" "git.kirsle.net/SketchyMaze/doodle/pkg/windows" "git.kirsle.net/go/render" "git.kirsle.net/go/ui" ) // Set up the menu bar for Play Scene. func (u *PlayScene) setupMenuBar(d *Doodle) *ui.MenuBar { menu := ui.NewMenuBar("Main Menu") //////// // Game menu gameMenu := menu.AddMenu("Game") gameMenu.AddItem("Story Mode", func() { // TODO: de-duplicate code from MainScene if u.winLevelPacks == nil { u.winLevelPacks = windows.NewLevelPackWindow(windows.LevelPack{ Supervisor: u.Supervisor, Engine: d.Engine, OnPlayLevel: func(lp levelpack.LevelPack, which levelpack.Level) { if err := d.PlayFromLevelpack(lp, which); err != nil { shmem.FlashError(err.Error()) } }, OnCloseWindow: func() { u.winLevelPacks.Hide() }, }) } u.winLevelPacks.MoveTo(render.Point{ X: (d.width / 2) - (u.winLevelPacks.Size().W / 2), Y: (d.height / 2) - (u.winLevelPacks.Size().H / 2), }) u.winLevelPacks.Show() }) gameMenu.AddItemAccel("New drawing", "Ctrl-N", d.GotoNewMenu) gameMenu.AddItemAccel("Open drawing", "Ctrl-O", d.GotoLoadMenu) gameMenu.AddSeparator() gameMenu.AddItem("Quit to menu", func() { d.Goto(&MainScene{}) }) gameMenu.AddItemAccel("Quit", "Escape", func() { d.ConfirmExit() }) //////// // Level menu levelMenu := menu.AddMenu("Level") levelMenu.AddItem("Restart level", u.RestartLevel) levelMenu.AddItem("Retry from checkpoint", func() { u.SetImperfect() u.RetryCheckpoint() }) levelMenu.AddSeparator() levelMenu.AddItemAccel("Edit level", "E", u.EditLevel) // Hilariously broken, someday! if usercfg.Current.EnableFeatures { levelMenu.AddSeparator() levelMenu.AddItemAccel("New viewport", "v", func() { pip := windows.MakePiPWindow(d.width, d.height, windows.PiP{ Supervisor: u.Supervisor, Engine: u.d.Engine, Level: u.Level, Event: u.d.event, }) pip.Show() }) } helpMenu := d.MakeHelpMenu(menu, u.Supervisor) if usercfg.Current.EnableCheatsMenu { helpMenu.AddSeparator() helpMenu.AddItem("Cheats Menu", func() { if u.cheatsWindow != nil { u.cheatsWindow.Hide() u.cheatsWindow.Destroy() u.cheatsWindow = nil } u.cheatsWindow = u.d.MakeCheatsWindow(u.Supervisor) u.cheatsWindow.Show() }) } menu.Supervise(u.Supervisor) menu.Compute(d.Engine) return menu }