doodle/pkg/editor_ui_palette.go
Noah Petherbridge 4efa8d00fc Fancy Mouse Cursors
The gamepad mouse cursor has become THE mouse cursor. It is always visible and your
real cursor is hidden, and this way the game can swap out other cursors for certain
scenarios:

* The Pencil Tool in the editor will use a pencil cursor over the level canvas.
* The Flood Tool has a custom Flood cursor so you don't forget it's selected!

Other improvements:

* The Palette buttons in the editor now render using their swatch's pattern
  instead of only using its color.
* If you have an ultra HD monitor and open a Bounded level in the editor which
  is too small to fill your screen, the editor canvas limits its size to fit
  the level (preferable over showing parts of the level you can't actually play
  as it's out of bounds).
* The "brush size" box is only drawn around the cursor when a relevant tool is
  selected (Pencil, Line, Rect, Ellipse, Eraser)
2022-05-04 22:38:26 -07:00

150 lines
3.6 KiB
Go

package doodle
import (
"fmt"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/uix"
"git.kirsle.net/apps/doodle/pkg/usercfg"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// Width of the panel frame.
var paletteWidth = 50
// SetupPalette sets up the palette panel.
func (u *EditorUI) SetupPalette(d *Doodle) *ui.Window {
window := ui.NewWindow("Palette")
window.ConfigureTitle(balance.TitleConfig)
_, label := window.TitleBar()
label.Font = balance.TitleFont
window.Configure(ui.Config{
Background: balance.WindowBackground,
BorderColor: balance.WindowBorder,
})
// Color Palette Frame.
u.PaletteTab = u.setupPaletteFrame(window)
window.Pack(u.PaletteTab, ui.Pack{
Side: ui.N,
Fill: true,
})
return window
}
// setupPaletteFrame configures the Color Palette tab for Edit Mode.
// This is a subroutine of editor_ui.go#SetupPalette()
func (u *EditorUI) setupPaletteFrame(window *ui.Window) *ui.Frame {
frame := ui.NewFrame("Palette Tab")
frame.SetBackground(balance.WindowBackground)
var (
packAlign = ui.N
packConfig = ui.Pack{
Side: packAlign,
Fill: true,
PadY: 1,
}
tooltipEdge = ui.Left
buttonSize = 32
twoColumn = true // To place in two columns, halves buttonSize to /2
)
if usercfg.Current.HorizontalToolbars {
packAlign = ui.W
packConfig = ui.Pack{
Side: packAlign,
Fill: true,
PadX: 2,
}
tooltipEdge = ui.Top
buttonSize = 24
twoColumn = false
}
// Handler function for the radio buttons being clicked.
onClick := func(ed ui.EventData) error {
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 nil
}
log.Info("Set swatch: %s", swatch)
u.Canvas.SetSwatch(swatch)
return nil
}
// Draw the radio buttons for the palette.
var row *ui.Frame
if u.Canvas != nil && u.Canvas.Palette != nil {
for i, swatch := range u.Canvas.Palette.Swatches {
swatch := swatch
var width = buttonSize
// Drawing buttons in two-column mode? (default right-side palette layout)
if twoColumn {
width = buttonSize / 2
if row == nil || i%2 == 0 {
row = ui.NewFrame(fmt.Sprintf("Swatch(%s) Button Frame", swatch.Name))
frame.Pack(row, packConfig)
}
} else {
row = ui.NewFrame(fmt.Sprintf("Swatch(%s) Button Frame", swatch.Name))
frame.Pack(row, packConfig)
}
// Fancy colorbox: show the color AND the texture of each swatch.
var (
colorbox = uix.NewCanvas(width, false)
chunker = level.NewChunker(width)
size = render.NewRect(width, width)
)
chunker.SetRect(size, swatch)
colorbox.Resize(size)
colorbox.Load(u.Canvas.Palette, chunker)
btn := ui.NewRadioButton("palette", &u.selectedSwatch, swatch.Name, colorbox)
btn.Configure(ui.Config{
BorderColor: swatch.Color.Darken(20),
BorderSize: 2,
OutlineSize: 0,
})
btn.Handle(ui.Click, onClick)
u.Supervisor.Add(btn)
// Add a tooltip showing the swatch attributes.
ui.NewTooltip(btn, ui.Tooltip{
Text: fmt.Sprintf("Name: %s\nAttributes: %s", swatch.Name, swatch.Attributes()),
Edge: tooltipEdge,
})
btn.Compute(u.d.Engine)
row.Pack(btn, ui.Pack{
Side: ui.W,
PadX: 1,
})
}
}
// Draw the Edit Palette button.
btn := ui.NewButton("Edit Palette", ui.NewLabel(ui.Label{
Text: "Edit",
Font: balance.MenuFont,
}))
btn.Handle(ui.Click, func(ed ui.EventData) error {
u.OpenPaletteWindow()
return nil
})
u.Supervisor.Add(btn)
btn.Compute(u.d.Engine)
frame.Pack(btn, packConfig)
return frame
}