Noah Petherbridge
5956863996
* Added a "menu toolbar" to the top of the Edit Mode with useful buttons that work: New Level, New Doodad (same thing), Save, Save as, Open. * Added ability for the dev console to prompt the user for a question, which opens the console automatically. "Save", "Save as" and "Load" ask for their filenames this way. * Started groundwork for theming the app. The palette window is a light brown with an orange title bar, the Menu Toolbar has a black background, etc. * Added support for multiple fonts instead of just monospace. DejaVu Sans (normal and bold) are used now for most labels and window titles, respectively. The dev console uses DejaVu Sans Mono as before. * Update ui.Label to accept PadX and PadY separately instead of only having the Padding option which did both. * Improvements to Frame packing algorithm. * Set the SDL draw mode to BLEND so we can use alpha colors properly, so now the dev console is semi-translucent.
297 lines
6.8 KiB
Go
297 lines
6.8 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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// EditorUI manages the user interface for the Editor Scene.
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type EditorUI struct {
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d *Doodle
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Scene *EditorScene
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// Variables
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StatusMouseText string
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StatusPaletteText string
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StatusFilenameText string
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// Widgets
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Supervisor *ui.Supervisor
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MenuBar *ui.Frame
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Palette *ui.Window
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StatusBar *ui.Frame
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}
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// NewEditorUI initializes the Editor UI.
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func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI {
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u := &EditorUI{
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d: d,
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Scene: s,
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Supervisor: ui.NewSupervisor(),
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StatusMouseText: "Cursor: (waiting)",
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StatusPaletteText: "Swatch: <none>",
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StatusFilenameText: "Filename: <none>",
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}
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u.MenuBar = u.SetupMenuBar(d)
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u.StatusBar = u.SetupStatusBar(d)
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u.Palette = u.SetupPalette(d)
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return u
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}
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// Loop to process events and update the UI.
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func (u *EditorUI) Loop(ev *events.State) {
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u.Supervisor.Loop(ev)
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u.StatusMouseText = fmt.Sprintf("Mouse: (%d,%d)",
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ev.CursorX.Now,
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ev.CursorY.Now,
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)
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u.StatusPaletteText = fmt.Sprintf("Swatch: %s",
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u.Scene.Swatch,
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)
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// Statusbar filename label.
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filename := "untitled.map"
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if u.Scene.filename != "" {
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filename = u.Scene.filename
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}
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u.StatusFilenameText = fmt.Sprintf("Filename: %s",
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filename,
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)
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u.MenuBar.Compute(u.d.Engine)
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u.StatusBar.Compute(u.d.Engine)
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u.Palette.Compute(u.d.Engine)
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}
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// Present the UI to the screen.
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func (u *EditorUI) Present(e render.Engine) {
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// TODO: if I don't Compute() the palette window, then, whenever the dev console
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// is open the window will blank out its contents leaving only the outermost Frame.
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// The title bar and borders are gone. But other UI widgets don't do this.
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// FIXME: Scene interface should have a separate ComputeUI() from Loop()?
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u.Palette.Compute(u.d.Engine)
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u.Palette.Present(e, u.Palette.Point())
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u.MenuBar.Present(e, u.MenuBar.Point())
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u.StatusBar.Present(e, u.StatusBar.Point())
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}
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// SetupMenuBar sets up the menu bar.
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func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.Frame {
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frame := ui.NewFrame("MenuBar")
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frame.Configure(ui.Config{
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Width: d.width,
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Background: render.Black,
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})
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type menuButton struct {
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Text string
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Click func(render.Point)
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}
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buttons := []menuButton{
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menuButton{
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Text: "New Level",
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Click: func(render.Point) {
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d.NewMap()
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},
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},
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menuButton{
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Text: "New Doodad",
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Click: func(render.Point) {
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d.NewMap()
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},
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},
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menuButton{
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Text: "Save",
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Click: func(render.Point) {
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if u.Scene.filename != "" {
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u.Scene.SaveLevel(u.Scene.filename)
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d.Flash("Saved: %s", u.Scene.filename)
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} else {
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d.Prompt("Save filename>", func(answer string) {
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if answer != "" {
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u.Scene.SaveLevel("./maps/" + answer) // TODO: maps path
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d.Flash("Saved: %s", answer)
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}
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})
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}
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},
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},
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menuButton{
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Text: "Save as...",
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Click: func(render.Point) {
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d.Prompt("Save as filename>", func(answer string) {
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if answer != "" {
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u.Scene.SaveLevel("./maps/" + answer) // TODO: maps path
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d.Flash("Saved: %s", answer)
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}
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})
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},
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},
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menuButton{
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Text: "Load",
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Click: func(render.Point) {
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d.Prompt("Open filename>", func(answer string) {
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if answer != "" {
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u.d.EditLevel("./maps/" + answer) // TODO: maps path
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}
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})
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},
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},
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}
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for _, btn := range buttons {
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w := ui.NewButton(btn.Text, ui.NewLabel(ui.Label{
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Text: btn.Text,
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Font: balance.MenuFont,
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}))
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w.Configure(ui.Config{
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BorderSize: 1,
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OutlineSize: 0,
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})
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w.Handle("MouseUp", btn.Click)
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u.Supervisor.Add(w)
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frame.Pack(w, ui.Pack{
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Anchor: ui.W,
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PadX: 1,
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})
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}
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frame.Compute(d.Engine)
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return frame
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}
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// SetupPalette sets up the palette panel.
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func (u *EditorUI) SetupPalette(d *Doodle) *ui.Window {
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log.Error("SetupPalette Window")
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window := ui.NewWindow("Palette")
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window.ConfigureTitle(balance.TitleConfig)
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window.TitleBar().Font = balance.TitleFont
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window.Configure(ui.Config{
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Width: 150,
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Height: u.d.height - u.StatusBar.Size().H,
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Background: balance.WindowBackground,
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BorderColor: balance.WindowBorder,
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})
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window.MoveTo(render.NewPoint(
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u.d.width-window.BoxSize().W,
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u.MenuBar.BoxSize().H,
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))
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// Handler function for the radio buttons being clicked.
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onClick := func(p render.Point) {
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name := u.Scene.Palette.ActiveSwatch
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swatch, ok := u.Scene.Palette.Get(name)
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if !ok {
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log.Error("Palette onClick: couldn't get swatch named '%s' from palette", name)
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return
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}
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u.Scene.Swatch = swatch
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}
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// Draw the radio buttons for the palette.
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for _, swatch := range u.Scene.Palette.Swatches {
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label := ui.NewLabel(ui.Label{
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Text: swatch.Name,
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Font: balance.StatusFont,
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})
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label.Font.Color = swatch.Color.Darken(40)
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btn := ui.NewRadioButton("palette", &u.Scene.Palette.ActiveSwatch, swatch.Name, label)
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btn.Handle("MouseUp", onClick)
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u.Supervisor.Add(btn)
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window.Pack(btn, ui.Pack{
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Anchor: ui.N,
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Fill: true,
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PadY: 4,
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})
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}
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return window
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}
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// SetupStatusBar sets up the status bar widget along the bottom of the window.
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func (u *EditorUI) SetupStatusBar(d *Doodle) *ui.Frame {
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frame := ui.NewFrame("Status Bar")
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frame.Configure(ui.Config{
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BorderStyle: ui.BorderRaised,
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Background: render.Grey,
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BorderSize: 2,
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Width: d.width,
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})
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style := ui.Config{
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Background: render.Grey,
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BorderStyle: ui.BorderSunken,
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BorderColor: render.Grey,
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BorderSize: 1,
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}
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cursorLabel := ui.NewLabel(ui.Label{
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TextVariable: &u.StatusMouseText,
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Font: balance.StatusFont,
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})
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cursorLabel.Configure(style)
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cursorLabel.Compute(d.Engine)
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frame.Pack(cursorLabel, ui.Pack{
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Anchor: ui.W,
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PadX: 1,
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})
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paletteLabel := ui.NewLabel(ui.Label{
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TextVariable: &u.StatusPaletteText,
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Font: balance.StatusFont,
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})
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paletteLabel.Configure(style)
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paletteLabel.Compute(d.Engine)
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frame.Pack(paletteLabel, ui.Pack{
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Anchor: ui.W,
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PadX: 1,
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})
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filenameLabel := ui.NewLabel(ui.Label{
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TextVariable: &u.StatusFilenameText,
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Font: balance.StatusFont,
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})
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filenameLabel.Configure(style)
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filenameLabel.Compute(d.Engine)
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frame.Pack(filenameLabel, ui.Pack{
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Anchor: ui.W,
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PadX: 1,
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})
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// TODO: right-aligned labels clip out of bounds
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// extraLabel := ui.NewLabel(ui.Label{
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// Text: "blah",
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// Font: balance.StatusFont,
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// })
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// extraLabel.Configure(ui.Config{
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// Background: render.Grey,
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// BorderStyle: ui.BorderSunken,
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// BorderColor: render.Grey,
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// BorderSize: 1,
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// })
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// extraLabel.Compute(d.Engine)
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// frame.Pack(extraLabel, ui.Pack{
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// Anchor: ui.E,
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// })
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frame.Resize(render.Rect{
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W: d.width,
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H: cursorLabel.BoxSize().H + frame.BoxThickness(1),
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})
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frame.Compute(d.Engine)
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frame.MoveTo(render.Point{
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X: 0,
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Y: d.height - frame.Size().H,
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})
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return frame
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}
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