doodle/editor_ui.go
Noah Petherbridge 5956863996 Menu Toolbar for Editor + Shell Prompts + Theme
* 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.
2018-08-11 17:30:00 -07:00

297 lines
6.8 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"
)
// EditorUI manages the user interface for the Editor Scene.
type EditorUI struct {
d *Doodle
Scene *EditorScene
// Variables
StatusMouseText string
StatusPaletteText string
StatusFilenameText string
// Widgets
Supervisor *ui.Supervisor
MenuBar *ui.Frame
Palette *ui.Window
StatusBar *ui.Frame
}
// NewEditorUI initializes the Editor UI.
func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI {
u := &EditorUI{
d: d,
Scene: s,
Supervisor: ui.NewSupervisor(),
StatusMouseText: "Cursor: (waiting)",
StatusPaletteText: "Swatch: <none>",
StatusFilenameText: "Filename: <none>",
}
u.MenuBar = u.SetupMenuBar(d)
u.StatusBar = u.SetupStatusBar(d)
u.Palette = u.SetupPalette(d)
return u
}
// Loop to process events and update the UI.
func (u *EditorUI) Loop(ev *events.State) {
u.Supervisor.Loop(ev)
u.StatusMouseText = fmt.Sprintf("Mouse: (%d,%d)",
ev.CursorX.Now,
ev.CursorY.Now,
)
u.StatusPaletteText = fmt.Sprintf("Swatch: %s",
u.Scene.Swatch,
)
// Statusbar filename label.
filename := "untitled.map"
if u.Scene.filename != "" {
filename = u.Scene.filename
}
u.StatusFilenameText = fmt.Sprintf("Filename: %s",
filename,
)
u.MenuBar.Compute(u.d.Engine)
u.StatusBar.Compute(u.d.Engine)
u.Palette.Compute(u.d.Engine)
}
// Present the UI to the screen.
func (u *EditorUI) Present(e render.Engine) {
// TODO: if I don't Compute() the palette window, then, whenever the dev console
// is open the window will blank out its contents leaving only the outermost Frame.
// The title bar and borders are gone. But other UI widgets don't do this.
// FIXME: Scene interface should have a separate ComputeUI() from Loop()?
u.Palette.Compute(u.d.Engine)
u.Palette.Present(e, u.Palette.Point())
u.MenuBar.Present(e, u.MenuBar.Point())
u.StatusBar.Present(e, u.StatusBar.Point())
}
// SetupMenuBar sets up the menu bar.
func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.Frame {
frame := ui.NewFrame("MenuBar")
frame.Configure(ui.Config{
Width: d.width,
Background: render.Black,
})
type menuButton struct {
Text string
Click func(render.Point)
}
buttons := []menuButton{
menuButton{
Text: "New Level",
Click: func(render.Point) {
d.NewMap()
},
},
menuButton{
Text: "New Doodad",
Click: func(render.Point) {
d.NewMap()
},
},
menuButton{
Text: "Save",
Click: func(render.Point) {
if u.Scene.filename != "" {
u.Scene.SaveLevel(u.Scene.filename)
d.Flash("Saved: %s", u.Scene.filename)
} else {
d.Prompt("Save filename>", func(answer string) {
if answer != "" {
u.Scene.SaveLevel("./maps/" + answer) // TODO: maps path
d.Flash("Saved: %s", answer)
}
})
}
},
},
menuButton{
Text: "Save as...",
Click: func(render.Point) {
d.Prompt("Save as filename>", func(answer string) {
if answer != "" {
u.Scene.SaveLevel("./maps/" + answer) // TODO: maps path
d.Flash("Saved: %s", answer)
}
})
},
},
menuButton{
Text: "Load",
Click: func(render.Point) {
d.Prompt("Open filename>", func(answer string) {
if answer != "" {
u.d.EditLevel("./maps/" + answer) // TODO: maps path
}
})
},
},
}
for _, btn := range buttons {
w := ui.NewButton(btn.Text, ui.NewLabel(ui.Label{
Text: btn.Text,
Font: balance.MenuFont,
}))
w.Configure(ui.Config{
BorderSize: 1,
OutlineSize: 0,
})
w.Handle("MouseUp", btn.Click)
u.Supervisor.Add(w)
frame.Pack(w, ui.Pack{
Anchor: ui.W,
PadX: 1,
})
}
frame.Compute(d.Engine)
return frame
}
// SetupPalette sets up the palette panel.
func (u *EditorUI) SetupPalette(d *Doodle) *ui.Window {
log.Error("SetupPalette Window")
window := ui.NewWindow("Palette")
window.ConfigureTitle(balance.TitleConfig)
window.TitleBar().Font = balance.TitleFont
window.Configure(ui.Config{
Width: 150,
Height: u.d.height - u.StatusBar.Size().H,
Background: balance.WindowBackground,
BorderColor: balance.WindowBorder,
})
window.MoveTo(render.NewPoint(
u.d.width-window.BoxSize().W,
u.MenuBar.BoxSize().H,
))
// Handler function for the radio buttons being clicked.
onClick := func(p render.Point) {
name := u.Scene.Palette.ActiveSwatch
swatch, ok := u.Scene.Palette.Get(name)
if !ok {
log.Error("Palette onClick: couldn't get swatch named '%s' from palette", name)
return
}
u.Scene.Swatch = swatch
}
// Draw the radio buttons for the palette.
for _, swatch := range u.Scene.Palette.Swatches {
label := ui.NewLabel(ui.Label{
Text: swatch.Name,
Font: balance.StatusFont,
})
label.Font.Color = swatch.Color.Darken(40)
btn := ui.NewRadioButton("palette", &u.Scene.Palette.ActiveSwatch, swatch.Name, label)
btn.Handle("MouseUp", onClick)
u.Supervisor.Add(btn)
window.Pack(btn, ui.Pack{
Anchor: ui.N,
Fill: true,
PadY: 4,
})
}
return window
}
// SetupStatusBar sets up the status bar widget along the bottom of the window.
func (u *EditorUI) SetupStatusBar(d *Doodle) *ui.Frame {
frame := ui.NewFrame("Status Bar")
frame.Configure(ui.Config{
BorderStyle: ui.BorderRaised,
Background: render.Grey,
BorderSize: 2,
Width: d.width,
})
style := ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSunken,
BorderColor: render.Grey,
BorderSize: 1,
}
cursorLabel := ui.NewLabel(ui.Label{
TextVariable: &u.StatusMouseText,
Font: balance.StatusFont,
})
cursorLabel.Configure(style)
cursorLabel.Compute(d.Engine)
frame.Pack(cursorLabel, ui.Pack{
Anchor: ui.W,
PadX: 1,
})
paletteLabel := ui.NewLabel(ui.Label{
TextVariable: &u.StatusPaletteText,
Font: balance.StatusFont,
})
paletteLabel.Configure(style)
paletteLabel.Compute(d.Engine)
frame.Pack(paletteLabel, ui.Pack{
Anchor: ui.W,
PadX: 1,
})
filenameLabel := ui.NewLabel(ui.Label{
TextVariable: &u.StatusFilenameText,
Font: balance.StatusFont,
})
filenameLabel.Configure(style)
filenameLabel.Compute(d.Engine)
frame.Pack(filenameLabel, ui.Pack{
Anchor: ui.W,
PadX: 1,
})
// TODO: right-aligned labels clip out of bounds
// extraLabel := ui.NewLabel(ui.Label{
// Text: "blah",
// Font: balance.StatusFont,
// })
// extraLabel.Configure(ui.Config{
// Background: render.Grey,
// BorderStyle: ui.BorderSunken,
// BorderColor: render.Grey,
// BorderSize: 1,
// })
// extraLabel.Compute(d.Engine)
// frame.Pack(extraLabel, ui.Pack{
// Anchor: ui.E,
// })
frame.Resize(render.Rect{
W: d.width,
H: cursorLabel.BoxSize().H + frame.BoxThickness(1),
})
frame.Compute(d.Engine)
frame.MoveTo(render.Point{
X: 0,
Y: d.height - frame.Size().H,
})
return frame
}