package doodle import ( "fmt" "strconv" "git.kirsle.net/apps/doodle/balance" "git.kirsle.net/apps/doodle/enum" "git.kirsle.net/apps/doodle/events" "git.kirsle.net/apps/doodle/level" "git.kirsle.net/apps/doodle/render" "git.kirsle.net/apps/doodle/ui" "git.kirsle.net/apps/doodle/uix" ) // EditorUI manages the user interface for the Editor Scene. type EditorUI struct { d *Doodle Scene *EditorScene // Variables StatusMouseText string StatusPaletteText string StatusFilenameText string selectedSwatch string // name of selected swatch in palette // Widgets Supervisor *ui.Supervisor Canvas *uix.Canvas Workspace *ui.Frame MenuBar *ui.Frame Palette *ui.Window StatusBar *ui.Frame } // 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: ", } u.Canvas = u.SetupCanvas(d) u.MenuBar = u.SetupMenuBar(d) u.StatusBar = u.SetupStatusBar(d) u.Palette = u.SetupPalette(d) u.Workspace = u.SetupWorkspace(d) // important that this is last! // 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 } // Loop to process events and update the UI. func (u *EditorUI) Loop(ev *events.State) { u.Supervisor.Loop(ev) u.StatusMouseText = fmt.Sprintf("Mouse: (%d,%d)", ev.CursorX.Now, ev.CursorY.Now, ) u.StatusPaletteText = fmt.Sprintf("Swatch: %s", u.Canvas.Palette.ActiveSwatch, ) // 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)", filename, fileType, ) u.MenuBar.Compute(u.d.Engine) u.StatusBar.Compute(u.d.Engine) u.Palette.Compute(u.d.Engine) u.Canvas.Loop(ev) } // 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.Workspace.Present(e, u.Workspace.Point()) } // 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") // Position and size the frame around the other main widgets. frame.MoveTo(render.NewPoint( 0, u.MenuBar.Size().H, )) frame.Resize(render.NewRect( d.width-u.Palette.Size().W, d.height-u.MenuBar.Size().H-u.StatusBar.Size().H, )) frame.Compute(d.Engine) 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.Palette = level.DefaultPalette() if len(drawing.Palette.Swatches) > 0 { drawing.SetSwatch(drawing.Palette.Swatches[0]) } 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) { u.Canvas.Resize(u.Workspace.Size()) u.Workspace.Compute(e) } // SetupMenuBar sets up the menu bar. func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.Frame { frame := ui.NewFrame("MenuBar") frame.Configure(ui.Config{ Width: d.width, Background: render.Black, }) type menuButton struct { Text string Click func(render.Point) } buttons := []menuButton{ menuButton{ Text: "New Level", Click: func(render.Point) { d.NewMap() }, }, 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) { 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") } 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 != "" { u.Scene.SaveLevel("./maps/" + answer) // TODO: maps path d.Flash("Saved: %s", answer) } }) }, }, menuButton{ Text: "Load", Click: func(render.Point) { d.Prompt("Open filename>", func(answer string) { if answer != "" { u.d.EditDrawing("./maps/" + answer) // TODO: maps path } }) }, }, } for _, btn := range buttons { 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 } // SetupPalette sets up the palette panel. func (u *EditorUI) SetupPalette(d *Doodle) *ui.Window { window := ui.NewWindow("Palette") window.ConfigureTitle(balance.TitleConfig) window.TitleBar().Font = balance.TitleFont window.Configure(ui.Config{ Width: 150, Height: u.d.height - u.StatusBar.Size().H, Background: balance.WindowBackground, BorderColor: balance.WindowBorder, }) window.MoveTo(render.NewPoint( u.d.width-window.BoxSize().W, u.MenuBar.BoxSize().H, )) // Handler function for the radio buttons being clicked. onClick := func(p render.Point) { name := u.selectedSwatch swatch, ok := u.Canvas.Palette.Get(name) if !ok { log.Error("Palette onClick: couldn't get swatch named '%s' from palette", name) return } log.Info("Set swatch: %s", swatch) u.Canvas.SetSwatch(swatch) } // Draw the radio buttons for the palette. if u.Canvas != nil && u.Canvas.Palette != nil { for _, swatch := range u.Canvas.Palette.Swatches { label := ui.NewLabel(ui.Label{ Text: swatch.Name, Font: balance.StatusFont, }) label.Font.Color = swatch.Color.Darken(40) btn := ui.NewRadioButton("palette", &u.selectedSwatch, swatch.Name, label) btn.Handle(ui.Click, onClick) u.Supervisor.Add(btn) window.Pack(btn, ui.Pack{ Anchor: ui.N, Fill: true, PadY: 4, }) } } return window } // 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, Width: d.width, }) style := ui.Config{ Background: render.Grey, BorderStyle: ui.BorderSunken, BorderColor: render.Grey, BorderSize: 1, } cursorLabel := ui.NewLabel(ui.Label{ TextVariable: &u.StatusMouseText, Font: balance.StatusFont, }) cursorLabel.Configure(style) cursorLabel.Compute(d.Engine) frame.Pack(cursorLabel, ui.Pack{ Anchor: ui.W, PadX: 1, }) paletteLabel := ui.NewLabel(ui.Label{ TextVariable: &u.StatusPaletteText, Font: balance.StatusFont, }) paletteLabel.Configure(style) paletteLabel.Compute(d.Engine) frame.Pack(paletteLabel, ui.Pack{ Anchor: ui.W, PadX: 1, }) filenameLabel := ui.NewLabel(ui.Label{ TextVariable: &u.StatusFilenameText, Font: balance.StatusFont, }) filenameLabel.Configure(style) filenameLabel.Compute(d.Engine) frame.Pack(filenameLabel, ui.Pack{ Anchor: ui.E, PadX: 1, }) // TODO: right-aligned labels clip out of bounds extraLabel := ui.NewLabel(ui.Label{ Text: "blah", 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, }) frame.Resize(render.Rect{ W: d.width, H: cursorLabel.BoxSize().H + frame.BoxThickness(1), }) frame.Compute(d.Engine) frame.MoveTo(render.Point{ X: 0, Y: d.height - frame.Size().H, }) return frame }