doodle/ui/label.go
Noah Petherbridge e1cbff8c3f Add Palette Window and Palette Support to Edit Mode
* Add ui.Window to easily create reusable windows with titles.
* Add a palette window (panel) to the right edge of the Edit Mode.
  * Has Radio Buttons listing the colors available in the palette.
* Add palette support to Edit Mode so when you draw pixels, they take
  on the color and attributes of the currently selected Swatch in your
  palette.
* Revise the on-disk format to better serialize the Palette object to
  JSON.
* Break Play Mode: collision detection fails because the Grid key
  elements are now full Pixel objects (which retain their Palette and
  Swatch properties).
  * The Grid will need to be re-worked to separate X,Y coordinates from
    the Pixel metadata to just test "is something there, and what is
    it?"
2018-08-10 17:19:47 -07:00

92 lines
1.8 KiB
Go

package ui
import (
"fmt"
"git.kirsle.net/apps/doodle/render"
)
// DefaultFont is the default font settings used for a Label.
var DefaultFont = render.Text{
Size: 12,
Color: render.Black,
}
// Label is a simple text label widget.
type Label struct {
BaseWidget
// Configurable fields for the constructor.
Text string
TextVariable *string
Font render.Text
width int32
height int32
}
// NewLabel creates a new label.
func NewLabel(c Label) *Label {
w := &Label{
Text: c.Text,
TextVariable: c.TextVariable,
Font: DefaultFont,
}
if !c.Font.IsZero() {
w.Font = c.Font
}
w.IDFunc(func() string {
return fmt.Sprintf(`Label<"%s">`, w.text().Text)
})
return w
}
// text returns the label's displayed text, coming from the TextVariable if
// available or else the Text attribute instead.
func (w *Label) text() render.Text {
if w.TextVariable != nil {
w.Font.Text = *w.TextVariable
return w.Font
}
w.Font.Text = w.Text
return w.Font
}
// Value returns the current text value displayed in the widget, whether it was
// the hardcoded value or a TextVariable.
func (w *Label) Value() string {
return w.text().Text
}
// Compute the size of the label widget.
func (w *Label) Compute(e render.Engine) {
rect, err := e.ComputeTextRect(w.text())
if err != nil {
log.Error("%s: failed to compute text rect: %s", w, err)
return
}
if !w.FixedSize() {
w.resizeAuto(render.Rect{
W: rect.W + (w.Font.Padding * 2),
H: rect.H + (w.Font.Padding * 2),
})
}
w.MoveTo(render.Point{
X: rect.X + w.BoxThickness(1),
Y: rect.Y + w.BoxThickness(1),
})
}
// Present the label widget.
func (w *Label) Present(e render.Engine, P render.Point) {
border := w.BoxThickness(1)
w.DrawBox(e, P)
e.DrawText(w.text(), render.Point{
X: P.X + border + w.Font.Padding,
Y: P.Y + border + w.Font.Padding,
})
}