doodle/guitest_scene.go
Noah Petherbridge 5434484b6e Abstract Drawing Canvas into Reusable Widget
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.
2018-08-16 20:37:19 -07:00

285 lines
5.6 KiB
Go

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