Noah Petherbridge
5434484b6e
The `level.Canvas` is a widget that holds onto its Palette and Grid and has interactions to allow scrolling and editing the grid using the swatches available on the palette. Thus all of the logic in the Editor Mode for drawing directly onto the root SDL surface are now handled inside a level.Canvas instance. The `level.Canvas` widget has the following properties: * Like any widget it has an X,Y position and a width/height. * It has a Scroll position to control which slice of its drawing will be visible inside its bounding box. * It supports levels having negative coordinates for their pixels. It doesn't care. The default Scroll position is (0,0) at the top left corner of the widget but you can scroll into the negatives and see the negative pixels. * Keyboard keys will scroll the viewport inside the canvas. * The canvas draws only the pixels that are visible inside its bounding box. This feature will eventually pave the way toward: * Doodads being dropped on top of your map, each Doodad being its own Canvas widget. * Using drawings as button icons for the user interface, as the Canvas is a normal widget.
66 lines
1.5 KiB
Go
66 lines
1.5 KiB
Go
package ui
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import "git.kirsle.net/apps/doodle/render"
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// Checkbox combines a CheckButton with a widget like a Label.
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type Checkbox struct {
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Frame
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button *CheckButton
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child Widget
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}
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// NewCheckbox creates a new Checkbox.
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func NewCheckbox(name string, boolVar *bool, child Widget) *Checkbox {
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return makeCheckbox(name, boolVar, nil, "", child)
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}
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// NewRadiobox creates a new Checkbox in radio mode.
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func NewRadiobox(name string, stringVar *string, value string, child Widget) *Checkbox {
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return makeCheckbox(name, nil, stringVar, value, child)
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}
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// makeCheckbox constructs an appropriate type of checkbox.
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func makeCheckbox(name string, boolVar *bool, stringVar *string, value string, child Widget) *Checkbox {
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// Our custom checkbutton widget.
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mark := NewFrame(name + "_mark")
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w := &Checkbox{
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child: child,
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}
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if boolVar != nil {
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w.button = NewCheckButton(name+"_button", boolVar, mark)
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} else if stringVar != nil {
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w.button = NewRadioButton(name+"_button", stringVar, value, mark)
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}
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w.Frame.Setup()
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// Forward clicks on the child widget to the CheckButton.
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for _, e := range []Event{MouseOver, MouseOut, MouseUp, MouseDown} {
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func(e Event) {
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w.child.Handle(e, func(p render.Point) {
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w.button.Event(e, p)
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})
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}(e)
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}
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w.Pack(w.button, Pack{
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Anchor: W,
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})
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w.Pack(w.child, Pack{
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Anchor: W,
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})
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return w
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}
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// Child returns the child widget.
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func (w *Checkbox) Child() Widget {
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return w.child
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}
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// Supervise the checkbutton inside the widget.
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func (w *Checkbox) Supervise(s *Supervisor) {
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s.Add(w.button)
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s.Add(w.child)
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}
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