Noah Petherbridge
b4a366baa9
The uix.Canvas widget now maintains a selected Tool which configures how the mouse interacts with the (editable) Canvas widget. The default Tool is the PencilTool and implements the old behavior: it draws pixels when clicked and dragged based on your currently selected Color Swatch. This tool automatically becomes active when you toggle the Palette tab in the editor mode. A new Tool is the ActorTool which becomes active when you select the Doodads tab. In the ActorTool you can't draw pixels on the level, but when you mouse over a Doodad instance (Actor) in your level, you may pick it up and drag it someplace else. Left-click an Actor to pick it up and drag it somewhere else. Right-click to delete it completely. You can also delete an Actor by dragging it OFF of the Canvas, like back onto the palette drawer or onto the menu bar.
567 lines
14 KiB
Go
567 lines
14 KiB
Go
package doodle
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import (
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"fmt"
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"path/filepath"
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"strconv"
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"git.kirsle.net/apps/doodle/balance"
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"git.kirsle.net/apps/doodle/doodads"
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"git.kirsle.net/apps/doodle/enum"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/level"
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"git.kirsle.net/apps/doodle/pkg/userdir"
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"git.kirsle.net/apps/doodle/render"
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"git.kirsle.net/apps/doodle/ui"
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"git.kirsle.net/apps/doodle/uix"
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)
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// Width of the panel frame.
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var paletteWidth int32 = 150
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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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StatusBoxes []*string
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StatusMouseText string
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StatusPaletteText string
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StatusFilenameText string
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StatusScrollText string
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selectedSwatch string // name of selected swatch in palette
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cursor render.Point // remember the cursor position in Loop
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// Widgets
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Supervisor *ui.Supervisor
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Canvas *uix.Canvas
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Workspace *ui.Frame
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MenuBar *ui.Frame
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StatusBar *ui.Frame
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// Palette window.
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Palette *ui.Window
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PaletteTab *ui.Frame
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DoodadTab *ui.Frame
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// Draggable Doodad canvas.
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DraggableActor *DraggableActor
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// Palette variables.
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paletteTab string // selected tab, Palette or Doodads
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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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StatusScrollText: "Hello world",
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}
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// Bind the StatusBoxes arrays to the text variables.
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u.StatusBoxes = []*string{
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&u.StatusMouseText,
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&u.StatusPaletteText,
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&u.StatusFilenameText,
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&u.StatusScrollText,
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}
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u.Canvas = u.SetupCanvas(d)
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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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u.Workspace = u.SetupWorkspace(d) // important that this is last!
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u.Resized(d)
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// Position the Canvas inside the frame.
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u.Workspace.Pack(u.Canvas, ui.Pack{
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Anchor: ui.N,
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})
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u.Workspace.Compute(d.Engine)
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u.ExpandCanvas(d.Engine)
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// Select the first swatch of the palette.
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if u.Canvas.Palette != nil && u.Canvas.Palette.ActiveSwatch != nil {
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u.selectedSwatch = u.Canvas.Palette.ActiveSwatch.Name
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}
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return u
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}
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// Resized handles the window being resized so we can recompute the widgets.
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func (u *EditorUI) Resized(d *Doodle) {
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// Menu Bar frame.
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{
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u.MenuBar.Configure(ui.Config{
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Width: int32(d.width),
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Background: render.Black,
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})
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u.MenuBar.Compute(d.Engine)
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}
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// Status Bar.
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{
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u.StatusBar.Configure(ui.Config{
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Width: int32(d.width),
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})
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u.StatusBar.MoveTo(render.Point{
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X: 0,
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Y: int32(d.height) - u.StatusBar.Size().H,
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})
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u.StatusBar.Compute(d.Engine)
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}
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// Palette panel.
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{
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u.Palette.Configure(ui.Config{
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Width: paletteWidth,
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Height: int32(u.d.height) - u.StatusBar.Size().H,
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})
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u.Palette.MoveTo(render.NewPoint(
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int32(u.d.width)-u.Palette.BoxSize().W,
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u.MenuBar.BoxSize().H,
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))
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u.Palette.Compute(d.Engine)
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}
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// Position the workspace around with the other widgets.
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{
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frame := u.Workspace
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frame.MoveTo(render.NewPoint(
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0,
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u.MenuBar.Size().H,
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))
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frame.Resize(render.NewRect(
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int32(d.width)-u.Palette.Size().W,
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int32(d.height)-u.MenuBar.Size().H-u.StatusBar.Size().H,
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))
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frame.Compute(d.Engine)
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u.ExpandCanvas(d.Engine)
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}
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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) error {
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u.cursor = render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)
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// Loop the UI and see whether we're told to stop event propagation.
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var stopPropagation bool
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if err := u.Supervisor.Loop(ev); err != nil {
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if err == ui.ErrStopPropagation {
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stopPropagation = true
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} else {
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return err
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}
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}
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// Update status bar labels.
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{
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debugWorldIndex = u.Canvas.WorldIndexAt(u.cursor)
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u.StatusMouseText = fmt.Sprintf("Rel:(%d,%d) Abs:(%s)",
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ev.CursorX.Now,
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ev.CursorY.Now,
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debugWorldIndex,
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)
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u.StatusPaletteText = fmt.Sprintf("%s Tool",
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u.Canvas.Tool,
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)
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u.StatusScrollText = fmt.Sprintf("Scroll: %s Viewport: %s",
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u.Canvas.Scroll,
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u.Canvas.Viewport(),
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)
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// Statusbar filename label.
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filename := "untitled.map"
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fileType := "Level"
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if u.Scene.filename != "" {
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filename = u.Scene.filename
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}
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if u.Scene.DrawingType == enum.DoodadDrawing {
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fileType = "Doodad"
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}
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u.StatusFilenameText = fmt.Sprintf("Filename: %s (%s)",
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filepath.Base(filename),
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fileType,
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)
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}
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// Recompute widgets.
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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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// Only forward events to the Canvas if the UI hasn't stopped them.
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if !stopPropagation {
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u.Canvas.Loop(ev)
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}
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return nil
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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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u.Workspace.Present(e, u.Workspace.Point())
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// Are we dragging a Doodad canvas?
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if u.Supervisor.IsDragging() {
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if actor := u.DraggableActor; actor != nil {
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var size = actor.canvas.Size()
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actor.canvas.Present(u.d.Engine, render.NewPoint(
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u.cursor.X-(size.W/2),
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u.cursor.Y-(size.H/2),
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))
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}
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}
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}
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// SetupWorkspace configures the main Workspace frame that takes up the full
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// window apart from toolbars. The Workspace has a single child element, the
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// Canvas, so it can easily full-screen it or center it for Doodad editing.
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func (u *EditorUI) SetupWorkspace(d *Doodle) *ui.Frame {
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frame := ui.NewFrame("Workspace")
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return frame
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}
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// SetupCanvas configures the main drawing canvas in the editor.
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func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas {
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drawing := uix.NewCanvas(balance.ChunkSize, true)
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drawing.Name = "edit-canvas"
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drawing.Palette = level.DefaultPalette()
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drawing.SetBackground(render.White)
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if len(drawing.Palette.Swatches) > 0 {
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drawing.SetSwatch(drawing.Palette.Swatches[0])
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}
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// Handle the Canvas deleting our actors in edit mode.
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drawing.OnDeleteActors = func(actors []*level.Actor) {
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if u.Scene.Level != nil {
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for _, actor := range actors {
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u.Scene.Level.Actors.Remove(actor)
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}
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drawing.InstallActors(u.Scene.Level.Actors)
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}
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}
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// A drag event initiated inside the Canvas. This happens in the ActorTool
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// mode when you click an existing Doodad and it "pops" out of the canvas
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// and onto the cursor to be repositioned.
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drawing.OnDragStart = func(filename string) {
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doodad, err := doodads.LoadJSON(userdir.DoodadPath(filename))
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if err != nil {
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log.Error("drawing.OnDragStart: %s", err.Error())
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}
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u.startDragActor(doodad)
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}
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// Set up the drop handler for draggable doodads.
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// NOTE: The drag event begins at editor_ui_doodad.go when configuring the
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// Doodad Palette buttons.
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drawing.Handle(ui.Drop, func(e render.Point) {
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log.Info("Drawing canvas has received a drop!")
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var P = ui.AbsolutePosition(drawing)
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// Was it an actor from the Doodad Palette?
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if actor := u.DraggableActor; actor != nil {
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log.Info("Actor is a %s", actor.doodad.Filename)
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if u.Scene.Level == nil {
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u.d.Flash("Can't drop doodads onto doodad drawings!")
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return
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}
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size := actor.canvas.Size()
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u.Scene.Level.Actors.Add(&level.Actor{
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// Uncenter the drawing from the cursor.
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Point: render.Point{
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X: (u.cursor.X - drawing.Scroll.X - (size.W / 2)) - P.X,
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Y: (u.cursor.Y - drawing.Scroll.Y - (size.H / 2)) - P.Y,
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},
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Filename: actor.doodad.Filename,
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})
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drawing.InstallActors(u.Scene.Level.Actors)
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}
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})
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u.Supervisor.Add(drawing)
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return drawing
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}
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// ExpandCanvas manually expands the Canvas to fill the frame, to work around
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// UI packing bugs. Ideally I would use `Expand: true` when packing the Canvas
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// in its frame, but that would artificially expand the Canvas also when it
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// _wanted_ to be smaller, as in Doodad Editing Mode.
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func (u *EditorUI) ExpandCanvas(e render.Engine) {
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if u.Scene.DrawingType == enum.LevelDrawing {
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u.Canvas.Resize(u.Workspace.Size())
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} else {
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// Size is managed externally.
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}
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u.Workspace.Compute(e)
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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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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.Prompt("Doodad size [100]>", func(answer string) {
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size := balance.DoodadSize
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if answer != "" {
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i, err := strconv.Atoi(answer)
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if err != nil {
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d.Flash("Error: Doodad size must be a number.")
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return
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}
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size = i
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}
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d.NewDoodad(size)
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})
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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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var saveFunc func(filename string)
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switch u.Scene.DrawingType {
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case enum.LevelDrawing:
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saveFunc = func(filename string) {
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if err := u.Scene.SaveLevel(filename); err != nil {
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d.Flash("Error: %s", err)
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} else {
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d.Flash("Saved level: %s", filename)
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}
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}
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case enum.DoodadDrawing:
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saveFunc = func(filename string) {
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if err := u.Scene.SaveDoodad(filename); err != nil {
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d.Flash("Error: %s", err)
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} else {
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d.Flash("Saved doodad: %s", filename)
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}
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}
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default:
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d.Flash("Error: Scene.DrawingType is not a valid type")
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}
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if u.Scene.filename != "" {
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saveFunc(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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saveFunc(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.EditDrawing("./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(ui.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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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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Background: balance.WindowBackground,
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BorderColor: balance.WindowBorder,
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})
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// Frame that holds the tab buttons in Level Edit mode.
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tabFrame := ui.NewFrame("Palette Tabs")
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for _, name := range []string{"Palette", "Doodads"} {
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if u.paletteTab == "" {
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u.paletteTab = name
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}
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tab := ui.NewRadioButton("Palette Tab", &u.paletteTab, name, ui.NewLabel(ui.Label{
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Text: name,
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}))
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tab.Handle(ui.Click, func(p render.Point) {
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if u.paletteTab == "Palette" {
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u.Canvas.Tool = uix.PencilTool
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u.PaletteTab.Show()
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u.DoodadTab.Hide()
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} else {
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u.Canvas.Tool = uix.ActorTool
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u.PaletteTab.Hide()
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u.DoodadTab.Show()
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}
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window.Compute(d.Engine)
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})
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u.Supervisor.Add(tab)
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tabFrame.Pack(tab, ui.Pack{
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Anchor: ui.W,
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Fill: true,
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Expand: true,
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})
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}
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window.Pack(tabFrame, 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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// Only show the tab frame in Level drawing mode!
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if u.Scene.DrawingType != enum.LevelDrawing {
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tabFrame.Hide()
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}
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// Doodad frame.
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{
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frame, err := u.setupDoodadFrame(d.Engine, window)
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if err != nil {
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d.Flash(err.Error())
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}
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// Even if there was an error (userdir.ListDoodads couldn't read the
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// config folder on disk or whatever) the Frame is still valid but
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// empty, which is still the intended behavior.
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u.DoodadTab = frame
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u.DoodadTab.Hide()
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window.Pack(u.DoodadTab, ui.Pack{
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Anchor: ui.N,
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Fill: true,
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})
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}
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// Color Palette Frame.
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u.PaletteTab = u.setupPaletteFrame(window)
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window.Pack(u.PaletteTab, ui.Pack{
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Anchor: ui.N,
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Fill: true,
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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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})
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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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|
|
var labelHeight int32
|
|
for _, variable := range u.StatusBoxes {
|
|
label := ui.NewLabel(ui.Label{
|
|
TextVariable: variable,
|
|
Font: balance.StatusFont,
|
|
})
|
|
label.Configure(style)
|
|
label.Compute(d.Engine)
|
|
frame.Pack(label, ui.Pack{
|
|
Anchor: ui.W,
|
|
PadX: 1,
|
|
})
|
|
|
|
if labelHeight == 0 {
|
|
labelHeight = label.BoxSize().H
|
|
}
|
|
}
|
|
|
|
// 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,
|
|
})
|
|
|
|
// Set the initial good frame size to have the height secured,
|
|
// so when resizing the application window we can just adjust for width.
|
|
frame.Resize(render.Rect{
|
|
W: int32(d.width),
|
|
H: labelHeight + frame.BoxThickness(1),
|
|
})
|
|
frame.Compute(d.Engine)
|
|
|
|
return frame
|
|
}
|