Noah Petherbridge
241186209c
Fixes: * Move the call to CollidesWithGrid() inside the Canvas instead of outside in the PlayScene.movePlayer() so it can apply to all Actors in motion. * PlayScene.movePlayer() in turn just sets the player's Velocity so the Canvas.Loop() can move the actor itself. * When keeping the player inside the level boundaries: previously it was assuming the player Position was relative to the window, and was checking the WorldIndexAt and getting wrong results. * Canvas scrolling (loopFollowActor): check that the actor is getting close to the screen edge using the Viewport into the world, NOT the screen-relative coordinates of the Canvas bounding boxes.
129 lines
2.5 KiB
Go
129 lines
2.5 KiB
Go
package ui
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import (
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"fmt"
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"strings"
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"git.kirsle.net/apps/doodle/lib/render"
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)
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// DefaultFont is the default font settings used for a Label.
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var DefaultFont = render.Text{
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Size: 12,
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Color: render.Black,
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}
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// Label is a simple text label widget.
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type Label struct {
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BaseWidget
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// Configurable fields for the constructor.
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Text string
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TextVariable *string
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Font render.Text
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width int32
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height int32
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lineHeight int
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}
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// NewLabel creates a new label.
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func NewLabel(c Label) *Label {
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w := &Label{
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Text: c.Text,
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TextVariable: c.TextVariable,
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Font: DefaultFont,
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}
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if !c.Font.IsZero() {
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w.Font = c.Font
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}
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w.IDFunc(func() string {
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return fmt.Sprintf(`Label<"%s">`, w.text().Text)
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})
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return w
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}
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// text returns the label's displayed text, coming from the TextVariable if
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// available or else the Text attribute instead.
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func (w *Label) text() render.Text {
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if w.TextVariable != nil {
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w.Font.Text = *w.TextVariable
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return w.Font
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}
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w.Font.Text = w.Text
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return w.Font
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}
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// Value returns the current text value displayed in the widget, whether it was
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// the hardcoded value or a TextVariable.
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func (w *Label) Value() string {
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return w.text().Text
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}
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// Compute the size of the label widget.
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func (w *Label) Compute(e render.Engine) {
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text := w.text()
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lines := strings.Split(text.Text, "\n")
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// Max rect to encompass all lines of text.
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var maxRect = render.Rect{}
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for _, line := range lines {
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if line == "" {
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line = "<empty>"
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}
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text.Text = line // only this line at this time.
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rect, err := e.ComputeTextRect(text)
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if err != nil {
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panic(fmt.Sprintf("%s: failed to compute text rect: %s", w, err)) // TODO return an error
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}
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if rect.W > maxRect.W {
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maxRect.W = rect.W
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}
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maxRect.H += rect.H
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w.lineHeight = int(rect.H)
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}
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var (
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padX = w.Font.Padding + w.Font.PadX
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padY = w.Font.Padding + w.Font.PadY
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)
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if !w.FixedSize() {
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w.resizeAuto(render.Rect{
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W: maxRect.W + (padX * 2),
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H: maxRect.H + (padY * 2),
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})
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}
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w.MoveTo(render.Point{
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X: maxRect.X + w.BoxThickness(1),
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Y: maxRect.Y + w.BoxThickness(1),
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})
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}
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// Present the label widget.
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func (w *Label) Present(e render.Engine, P render.Point) {
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if w.Hidden() {
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return
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}
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border := w.BoxThickness(1)
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var (
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text = w.text()
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padX = w.Font.Padding + w.Font.PadX
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padY = w.Font.Padding + w.Font.PadY
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)
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w.DrawBox(e, P)
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for i, line := range strings.Split(text.Text, "\n") {
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text.Text = line
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e.DrawText(text, render.Point{
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X: P.X + border + padX,
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Y: P.Y + border + padY + int32(i*w.lineHeight),
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})
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}
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}
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