doodle/pkg/editor_ui_menubar.go
Noah Petherbridge 864156da53 Settings Window + Bugfix
* Added a Settings window for game options, such as enabling the
  horizontal toolbars in Edit Mode. The Settings window also has a
  Controls tab showing the gameplay buttons and keyboard shortcuts.
* The Settings window is available as a button on the home screen OR
  from the Edit->Settings menu in the EditScene.
* Bugfix: using WASD to move the player character now works better and
  is considered by the game to be identical to the arrow key inputs. Boy
  now updates his animation based on these keys, and they register as
  boolean on/off keys instead of affected by key-repeat.
* Refactor the boolProps: they are all part of usercfg now, and if you
  run e.g. "boolProp show-all-doodads true" and then cause the user
  settings to save to disk, that boolProp will be permanently enabled
  until turned off again.
2021-06-19 22:14:41 -07:00

326 lines
7.9 KiB
Go

package doodle
// Menu Bar features for Edit Mode.
// In here is the SetupMenuBar() and menu item functions.
// The rest of it is controlled in editor_ui.go
import (
"strconv"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/native"
"git.kirsle.net/apps/doodle/pkg/windows"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// SetupMenuBar sets up the menu bar.
func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.MenuBar {
menu := ui.NewMenuBar("Main Menu")
// Save and Save As common menu handler
var (
drawingType string
saveFunc func(filename string)
)
switch u.Scene.DrawingType {
case enum.LevelDrawing:
drawingType = "level"
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:
drawingType = "doodad"
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")
}
////////
// File menu
fileMenu := menu.AddMenu("File")
fileMenu.AddItemAccel("New level", "Ctrl-N", u.Scene.MenuNewLevel)
fileMenu.AddItem("New doodad", func() {
u.Scene.ConfirmUnload(func() {
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)
})
})
})
fileMenu.AddItemAccel("Save", "Ctrl-S", u.Scene.MenuSave(false))
fileMenu.AddItemAccel("Save as...", "Shift-Ctrl-S", func() {
d.Prompt("Save as filename>", func(answer string) {
if answer != "" {
saveFunc(answer)
}
})
})
if balance.Feature.EmbeddableDoodads && drawingType == "level" {
fileMenu.AddItem("Publish level", func() {
u.OpenPublishWindow()
})
}
fileMenu.AddItemAccel("Open...", "Ctrl-O", u.Scene.MenuOpen)
fileMenu.AddSeparator()
fileMenu.AddItem("Close "+drawingType, func() {
u.Scene.ConfirmUnload(func() {
d.Goto(&MainScene{})
})
})
fileMenu.AddItemAccel("Quit", "Escape", func() {
d.ConfirmExit()
})
////////
// Edit menu
editMenu := menu.AddMenu("Edit")
editMenu.AddItemAccel("Undo", "Ctrl-Z", func() {
u.Canvas.UndoStroke()
})
editMenu.AddItemAccel("Redo", "Ctrl-Y", func() {
u.Canvas.RedoStroke()
})
editMenu.AddSeparator()
editMenu.AddItem("Settings", func() {
if u.settingsWindow == nil {
u.settingsWindow = d.MakeSettingsWindow(u.Supervisor)
}
u.settingsWindow.Show()
})
////////
// Level menu
if u.Scene.DrawingType == enum.LevelDrawing {
levelMenu := menu.AddMenu("Level")
levelMenu.AddItem("Page settings", func() {
log.Info("Opening the window")
// Open the New Level window in edit-settings mode.
u.levelSettingsWindow.Hide()
u.levelSettingsWindow = nil
u.SetupPopups(u.d)
u.levelSettingsWindow.Show()
})
levelMenu.AddItem("Attached files", func() {
log.Info("Opening the FileSystem window")
u.OpenFileSystemWindow()
})
levelMenu.AddItemAccel("Playtest", "P", func() {
u.Scene.Playtest()
})
}
////////
// View menu
if balance.Feature.Zoom {
viewMenu := menu.AddMenu("View")
viewMenu.AddItemAccel("Zoom in", "+", func() {
u.Canvas.Zoom++
})
viewMenu.AddItemAccel("Zoom out", "-", func() {
u.Canvas.Zoom--
})
viewMenu.AddItemAccel("Reset zoom", "1", func() {
u.Canvas.Zoom = 0
})
viewMenu.AddItemAccel("Scroll drawing to origin", "0", func() {
u.Canvas.ScrollTo(render.Origin)
})
}
////////
// Tools menu
toolMenu := menu.AddMenu("Tools")
toolMenu.AddItemAccel("Debug overlay", "F3", func() {
DebugOverlay = !DebugOverlay
if DebugOverlay {
d.Flash("Debug overlay enabled. Press F3 to turn it off.")
}
})
toolMenu.AddItemAccel("Command shell", "`", func() {
d.shell.Open = true
})
toolMenu.AddSeparator()
toolMenu.AddItem("Edit Palette", func() {
u.OpenPaletteWindow()
})
if u.Scene.DrawingType == enum.LevelDrawing {
toolMenu.AddItemAccel("Doodads", "d", func() {
log.Info("Open the DoodadDropper")
u.doodadWindow.Show()
})
} else if u.Scene.DrawingType == enum.DoodadDrawing {
toolMenu.AddItem("Layers", func() {
u.OpenLayersWindow()
})
}
// Draw Tools
toolMenu.AddItemAccel("Pencil Tool", "F", func() {
u.Canvas.Tool = drawtool.PencilTool
u.activeTool = u.Canvas.Tool.String()
d.Flash("Pencil Tool selected.")
})
toolMenu.AddItemAccel("Line Tool", "L", func() {
u.Canvas.Tool = drawtool.LineTool
u.activeTool = u.Canvas.Tool.String()
d.Flash("Line Tool selected.")
})
toolMenu.AddItemAccel("Rectangle Tool", "R", func() {
u.Canvas.Tool = drawtool.RectTool
u.activeTool = u.Canvas.Tool.String()
d.Flash("Rectangle Tool selected.")
})
toolMenu.AddItemAccel("Ellipse Tool", "C", func() {
u.Canvas.Tool = drawtool.EllipseTool
u.activeTool = u.Canvas.Tool.String()
d.Flash("Ellipse Tool selected.")
})
toolMenu.AddItemAccel("Eraser Tool", "x", func() {
u.Canvas.Tool = drawtool.EraserTool
u.activeTool = u.Canvas.Tool.String()
d.Flash("Eraser Tool selected.")
})
if u.Scene.DrawingType == enum.LevelDrawing {
toolMenu.AddItemAccel("Doodads", "d", func() {
log.Info("Open the DoodadDropper")
u.doodadWindow.Show()
})
toolMenu.AddItem("Link Tool", func() {
u.Canvas.Tool = drawtool.LinkTool
u.activeTool = u.Canvas.Tool.String()
d.Flash("Link Tool selected. Click a doodad in your level to link it to another.")
})
}
////////
// Help menu
helpMenu := menu.AddMenu("Help")
helpMenu.AddItemAccel("User Manual", "F1", func() {
native.OpenLocalURL(balance.GuidebookPath)
})
helpMenu.AddItem("Register", func() {
u.licenseWindow.Show()
})
helpMenu.AddItem("About", func() {
if u.aboutWindow == nil {
u.aboutWindow = windows.NewAboutWindow(windows.About{
Supervisor: u.Supervisor,
Engine: d.Engine,
})
u.aboutWindow.Compute(d.Engine)
u.aboutWindow.Supervise(u.Supervisor)
// Center the window.
u.aboutWindow.MoveTo(render.Point{
X: (d.width / 2) - (u.aboutWindow.Size().W / 2),
Y: 60,
})
}
u.aboutWindow.Show()
})
menu.Supervise(u.Supervisor)
menu.Compute(d.Engine)
return menu
}
// Menu functions that have keybind callbacks below.
// File->New level, or Ctrl-N
func (s *EditorScene) MenuNewLevel() {
s.ConfirmUnload(func() {
s.d.GotoNewMenu()
})
}
// File->Open, or Ctrl-O
func (s *EditorScene) MenuOpen() {
s.ConfirmUnload(func() {
s.d.GotoLoadMenu()
})
}
// File->Save, or Ctrl-S
// File->Save As, or Shift-Ctrl-S
// NOTICE: this one returns a func() so you need to call that one!
func (s *EditorScene) MenuSave(as bool) func() {
return func() {
var (
// drawingType string
saveFunc func(filename string)
)
switch s.DrawingType {
case enum.LevelDrawing:
// drawingType = "level"
saveFunc = func(filename string) {
if err := s.SaveLevel(filename); err != nil {
s.d.Flash("Error: %s", err)
} else {
s.d.Flash("Saved level: %s", filename)
}
}
case enum.DoodadDrawing:
// drawingType = "doodad"
saveFunc = func(filename string) {
if err := s.SaveDoodad(filename); err != nil {
s.d.Flash("Error: %s", err)
} else {
s.d.Flash("Saved doodad: %s", filename)
}
}
default:
s.d.Flash("Error: Scene.DrawingType is not a valid type")
}
// "Save As"?
if as {
s.d.Prompt("Save as filename>", func(answer string) {
if answer != "" {
saveFunc(answer)
}
})
return
}
// "Save", write to existing filename or prompt for it.
if s.filename != "" {
saveFunc(s.filename)
} else {
s.d.Prompt("Save filename>", func(answer string) {
if answer != "" {
saveFunc(answer)
}
})
}
}
}