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.
285 lines
5.6 KiB
Go
285 lines
5.6 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/balance"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/render"
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"git.kirsle.net/apps/doodle/ui"
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)
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// GUITestScene implements the main menu of Doodle.
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type GUITestScene struct {
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Supervisor *ui.Supervisor
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// Private widgets.
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Frame *ui.Frame
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Window *ui.Frame
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}
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// Name of the scene.
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func (s *GUITestScene) Name() string {
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return "Main"
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}
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// Setup the scene.
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func (s *GUITestScene) Setup(d *Doodle) error {
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s.Supervisor = ui.NewSupervisor()
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window := ui.NewFrame("window")
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s.Window = window
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window.Configure(ui.Config{
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Width: 750,
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Height: 450,
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Background: render.Grey,
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BorderStyle: ui.BorderRaised,
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BorderSize: 2,
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})
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// Title Bar
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titleBar := ui.NewLabel(ui.Label{
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Text: "Widget Toolkit",
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Font: render.Text{
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Size: 12,
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Color: render.White,
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Stroke: render.DarkBlue,
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},
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})
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titleBar.Configure(ui.Config{
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Background: render.Blue,
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})
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window.Pack(titleBar, ui.Pack{
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Anchor: ui.N,
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Fill: true,
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})
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// Window Body
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body := ui.NewFrame("Window Body")
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body.Configure(ui.Config{
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Background: render.Yellow,
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})
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window.Pack(body, ui.Pack{
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Anchor: ui.N,
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Expand: true,
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})
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// Left Frame
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leftFrame := ui.NewFrame("Left Frame")
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leftFrame.Configure(ui.Config{
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Background: render.Grey,
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BorderStyle: ui.BorderSolid,
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BorderSize: 4,
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Width: 100,
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})
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body.Pack(leftFrame, ui.Pack{
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Anchor: ui.W,
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FillY: true,
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})
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// Some left frame buttons.
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for _, label := range []string{"New", "Edit", "Play", "Help"} {
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btn := ui.NewButton("dummy "+label, ui.NewLabel(ui.Label{
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Text: label,
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Font: balance.StatusFont,
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}))
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btn.Handle(ui.Click, func(p render.Point) {
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d.Flash("%s clicked", btn)
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})
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s.Supervisor.Add(btn)
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leftFrame.Pack(btn, ui.Pack{
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Anchor: ui.N,
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FillX: true,
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PadY: 2,
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})
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}
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// Main Frame
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frame := ui.NewFrame("Main Frame")
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frame.Configure(ui.Config{
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Background: render.White,
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BorderSize: 0,
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})
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body.Pack(frame, ui.Pack{
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Anchor: ui.W,
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Expand: true,
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Fill: true,
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})
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// Right Frame
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rightFrame := ui.NewFrame("Right Frame")
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rightFrame.Configure(ui.Config{
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Background: render.SkyBlue,
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BorderStyle: ui.BorderSunken,
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BorderSize: 2,
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Width: 80,
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})
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body.Pack(rightFrame, ui.Pack{
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Anchor: ui.W,
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Fill: true,
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})
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// A grid of buttons.
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for row := 0; row < 3; row++ {
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rowFrame := ui.NewFrame(fmt.Sprintf("Row%d", row))
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rowFrame.Configure(ui.Config{
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Background: render.RGBA(0, uint8((row*20)+120), 0, 255),
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})
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for col := 0; col < 3; col++ {
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(func(row, col int, frame *ui.Frame) {
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btn := ui.NewButton(fmt.Sprintf("Grid Button %d:%d", col, row),
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ui.NewFrame(fmt.Sprintf("Col%d", col)),
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)
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btn.Configure(ui.Config{
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Height: 20,
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BorderStyle: ui.BorderRaised,
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})
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btn.Handle(ui.Click, func(p render.Point) {
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d.Flash("%s clicked", btn)
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})
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rowFrame.Pack(btn, ui.Pack{
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Anchor: ui.W,
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Expand: true,
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FillX: true,
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})
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s.Supervisor.Add(btn)
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})(row, col, rowFrame)
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}
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rightFrame.Pack(rowFrame, ui.Pack{
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Anchor: ui.N,
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Fill: true,
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})
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}
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frame.Pack(ui.NewLabel(ui.Label{
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Text: "Hello World!",
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Font: render.Text{
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Size: 14,
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Color: render.Black,
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},
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}), ui.Pack{
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Anchor: ui.NW,
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Padding: 2,
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})
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cb := ui.NewCheckbox("Overlay",
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&DebugOverlay,
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ui.NewLabel(ui.Label{
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Text: "Toggle Debug Overlay",
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Font: balance.StatusFont,
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}),
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)
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frame.Pack(cb, ui.Pack{
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Anchor: ui.NW,
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Padding: 4,
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})
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cb.Supervise(s.Supervisor)
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frame.Pack(ui.NewLabel(ui.Label{
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Text: "Like Tk!",
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Font: render.Text{
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Size: 16,
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Color: render.Red,
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},
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}), ui.Pack{
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Anchor: ui.SE,
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Padding: 8,
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})
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frame.Pack(ui.NewLabel(ui.Label{
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Text: "Frame widget for pack layouts",
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Font: render.Text{
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Size: 14,
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Color: render.Blue,
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},
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}), ui.Pack{
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Anchor: ui.SE,
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Padding: 8,
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})
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// Buttom Frame
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btnFrame := ui.NewFrame("btnFrame")
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btnFrame.Configure(ui.Config{
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Background: render.Grey,
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})
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window.Pack(btnFrame, ui.Pack{
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Anchor: ui.N,
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})
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button1 := ui.NewButton("Button1", ui.NewLabel(ui.Label{
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Text: "New Map",
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Font: balance.StatusFont,
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}))
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button1.SetBackground(render.Blue)
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button1.Handle(ui.Click, func(p render.Point) {
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d.NewMap()
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})
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log.Info("Button1 bg: %s", button1.Background())
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button2 := ui.NewButton("Button2", ui.NewLabel(ui.Label{
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Text: "Load Map",
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Font: balance.StatusFont,
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}))
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button2.Handle(ui.Click, func(p render.Point) {
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d.Prompt("Map name>", func(name string) {
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d.EditLevel(name)
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})
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})
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var align = ui.W
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btnFrame.Pack(button1, ui.Pack{
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Anchor: align,
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Padding: 20,
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})
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btnFrame.Pack(button2, ui.Pack{
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Anchor: align,
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Padding: 20,
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})
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s.Supervisor.Add(button1)
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s.Supervisor.Add(button2)
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return nil
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}
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// Loop the editor scene.
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func (s *GUITestScene) Loop(d *Doodle, ev *events.State) error {
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s.Supervisor.Loop(ev)
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return nil
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}
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// Draw the pixels on this frame.
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func (s *GUITestScene) Draw(d *Doodle) error {
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// Clear the canvas and fill it with white.
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d.Engine.Clear(render.White)
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label := ui.NewLabel(ui.Label{
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Text: "GUITest Doodle v" + Version,
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Font: render.Text{
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Size: 26,
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Color: render.Pink,
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Stroke: render.SkyBlue,
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Shadow: render.Black,
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},
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})
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label.Compute(d.Engine)
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label.MoveTo(render.Point{
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X: (d.width / 2) - (label.Size().W / 2),
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Y: 40,
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})
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label.Present(d.Engine, label.Point())
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s.Window.Compute(d.Engine)
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s.Window.MoveTo(render.Point{
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X: (d.width / 2) - (s.Window.Size().W / 2),
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Y: 100,
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})
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s.Window.Present(d.Engine, s.Window.Point())
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return nil
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}
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// Destroy the scene.
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func (s *GUITestScene) Destroy() error {
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return nil
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}
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