doodle/ui/supervisor.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

114 lines
2.1 KiB
Go

package ui
import (
"sync"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/render"
)
// Event is a named event that the supervisor will send.
type Event int
// Events.
const (
NullEvent Event = iota
MouseOver
MouseOut
MouseDown
MouseUp
Click
KeyDown
KeyUp
KeyPress
)
// Supervisor keeps track of widgets of interest to notify them about
// interaction events such as mouse hovers and clicks in their general
// vicinity.
type Supervisor struct {
lock sync.RWMutex
widgets []Widget
hovering map[int]interface{}
clicked map[int]interface{}
}
// NewSupervisor creates a supervisor.
func NewSupervisor() *Supervisor {
return &Supervisor{
widgets: []Widget{},
hovering: map[int]interface{}{},
clicked: map[int]interface{}{},
}
}
// Loop to check events and pass them to managed widgets.
func (s *Supervisor) Loop(ev *events.State) {
var (
XY = render.Point{
X: ev.CursorX.Now,
Y: ev.CursorY.Now,
}
)
// See if we are hovering over any widgets.
for id, w := range s.widgets {
var (
P = w.Point()
S = w.Size()
P2 = render.Point{
X: P.X + S.W,
Y: P.Y + S.H,
}
)
if XY.X >= P.X && XY.X <= P2.X && XY.Y >= P.Y && XY.Y <= P2.Y {
// Cursor has intersected the widget.
if _, ok := s.hovering[id]; !ok {
w.Event(MouseOver, XY)
s.hovering[id] = nil
}
_, isClicked := s.clicked[id]
if ev.Button1.Now {
if !isClicked {
w.Event(MouseDown, XY)
s.clicked[id] = nil
}
} else if isClicked {
w.Event(MouseUp, XY)
w.Event(Click, XY)
delete(s.clicked, id)
}
} else {
// Cursor is not intersecting the widget.
if _, ok := s.hovering[id]; ok {
w.Event(MouseOut, XY)
delete(s.hovering, id)
}
if _, ok := s.clicked[id]; ok {
w.Event(MouseUp, XY)
delete(s.clicked, id)
}
}
}
}
// Present all widgets managed by the supervisor.
func (s *Supervisor) Present(e render.Engine) {
s.lock.RLock()
defer s.lock.RUnlock()
for _, w := range s.widgets {
w.Present(e, w.Point())
}
}
// Add a widget to be supervised.
func (s *Supervisor) Add(w Widget) {
s.lock.Lock()
s.widgets = append(s.widgets, w)
s.lock.Unlock()
}