Noah Petherbridge
a504658055
* The game's tick counter was moved from Doodle.ticks to shmem.Tick where it is more easily available from every corner of the code. * Fix a bug in the Level Editor where dragging an already-existing actor from one part of your map to another, would cause it to lose all its data (especially its UUID), breaking links to other doodads. Now the existing Actor catches a ride on the drag object to be reinserted later. * Animate the Link Line visualizers between actors. They now animate a blinking color between magenta and grey-ish.
262 lines
7.4 KiB
Go
262 lines
7.4 KiB
Go
package doodle
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// XXX REFACTOR XXX
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// This function only uses EditorUI and not Doodle and is a candidate for
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// refactor into a subpackage if EditorUI itself can ever be decoupled.
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/lib/ui"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/uix"
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)
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// DraggableActor is a Doodad being dragged from the Doodad palette.
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type DraggableActor struct {
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canvas *uix.Canvas
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doodad *doodads.Doodad // if a new one from the palette
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actor *level.Actor // if a level actor
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}
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// startDragActor begins the drag event for a Doodad onto a level.
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// actor may be nil (if you drag a new doodad from the palette) or otherwise
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// is an existing actor from the level.
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func (u *EditorUI) startDragActor(doodad *doodads.Doodad, actor *level.Actor) {
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u.Supervisor.DragStart()
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if doodad == nil {
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if actor != nil {
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obj, err := doodads.LoadFile(actor.Filename)
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if err != nil {
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log.Error("startDragExistingActor: actor doodad name %s not found: %s", actor.Filename, err)
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return
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}
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doodad = obj
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} else {
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panic("EditorUI.startDragActor: doodad AND/OR actor is required, but neither were given")
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}
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}
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// Create the canvas to render on the mouse cursor.
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drawing := uix.NewCanvas(doodad.Layers[0].Chunker.Size, false)
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drawing.LoadDoodad(doodad)
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drawing.Resize(doodad.Rect())
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drawing.SetBackground(render.RGBA(0, 0, 1, 0)) // TODO: invisible becomes white
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drawing.MaskColor = balance.DragColor // blueprint effect
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u.DraggableActor = &DraggableActor{
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canvas: drawing,
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doodad: doodad,
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actor: actor,
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}
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}
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// setupDoodadFrame configures the Doodad Palette tab for Edit Mode.
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// This is a subroutine of editor_ui.go#SetupPalette()
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//
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// Can return an error if userdir.ListDoodads() returns an error (like directory
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// not found), but it will *ALWAYS* return a valid ui.Frame -- it will just be
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// empty and uninitialized.
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func (u *EditorUI) setupDoodadFrame(e render.Engine, window *ui.Window) (*ui.Frame, error) {
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var (
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frame = ui.NewFrame("Doodad Tab")
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perRow = balance.UIDoodadsPerRow
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)
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// Pager buttons on top of the doodad list.
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pager := ui.NewFrame("Doodad Pager")
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pager.SetBackground(render.RGBA(255, 0, 0, 20)) // TODO: if I don't set a background color,
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// this frame will light up the same color as the Link button on mouse
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// over. somewhere some memory might be shared between the recent widgets
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{
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leftBtn := ui.NewButton("Prev Page", ui.NewLabel(ui.Label{
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Text: "<",
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Font: balance.MenuFont,
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}))
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leftBtn.Handle(ui.Click, func(p render.Point) {
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u.scrollDoodadFrame(-1)
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})
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u.Supervisor.Add(leftBtn)
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pager.Pack(leftBtn, ui.Pack{
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Anchor: ui.W,
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})
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scroller := ui.NewFrame("Doodad Scroll Progressbar")
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scroller.Configure(ui.Config{
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Width: 20,
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Height: 20,
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Background: render.RGBA(128, 128, 128, 128),
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})
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pager.Pack(scroller, ui.Pack{
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Anchor: ui.W,
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})
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u.doodadScroller = scroller
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rightBtn := ui.NewButton("Next Page", ui.NewLabel(ui.Label{
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Text: ">",
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Font: balance.MenuFont,
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}))
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rightBtn.Handle(ui.Click, func(p render.Point) {
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u.scrollDoodadFrame(1)
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})
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u.Supervisor.Add(rightBtn)
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pager.Pack(rightBtn, ui.Pack{
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Anchor: ui.E,
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})
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}
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u.doodadPager = pager
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frame.Pack(pager, ui.Pack{
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Anchor: ui.N,
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Fill: true,
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PadY: 5,
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})
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doodadsAvailable, err := doodads.ListDoodads()
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if err != nil {
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return frame, fmt.Errorf(
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"setupDoodadFrame: doodads.ListDoodads: %s",
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err,
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)
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}
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var buttonSize = (paletteWidth - window.BoxThickness(2)) / int32(perRow)
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u.doodadButtonSize = buttonSize
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// Draw the doodad buttons in a grid `perRow` buttons wide.
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var (
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row *ui.Frame
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rowCount int // for labeling the ui.Frame for each row
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btnRows = []*ui.Frame{} // Collect the row frames for the buttons.
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)
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for i, filename := range doodadsAvailable {
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filename := filename
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if row == nil || i%perRow == 0 {
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rowCount++
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row = ui.NewFrame(fmt.Sprintf("Doodad Row %d", rowCount))
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row.SetBackground(balance.WindowBackground)
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btnRows = append(btnRows, row)
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frame.Pack(row, 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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doodad, err := doodads.LoadFile(filename)
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if err != nil {
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log.Error(err.Error())
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doodad = doodads.New(balance.DoodadSize)
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}
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can := uix.NewCanvas(int(buttonSize), true)
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can.Name = filename
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can.SetBackground(render.White)
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can.LoadDoodad(doodad)
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btn := ui.NewButton(filename, can)
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btn.Resize(render.NewRect(
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buttonSize-2, // TODO: without the -2 the button border
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buttonSize-2, // rests on top of the window border.
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))
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row.Pack(btn, ui.Pack{
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Anchor: ui.W,
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})
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// Begin the drag event to grab this Doodad.
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// NOTE: The drag target is the EditorUI.Canvas in
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// editor_ui.go#SetupCanvas()
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btn.Handle(ui.MouseDown, func(e render.Point) {
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log.Warn("MouseDown on doodad %s (%s)", doodad.Filename, doodad.Title)
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u.startDragActor(doodad, nil)
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})
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u.Supervisor.Add(btn)
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// Resize the canvas to fill the button interior.
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btnSize := btn.Size()
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can.Resize(render.NewRect(
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btnSize.W-btn.BoxThickness(2),
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btnSize.H-btn.BoxThickness(2),
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),
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)
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btn.Compute(e)
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}
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u.doodadRows = btnRows
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u.scrollDoodadFrame(0)
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return frame, nil
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}
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// scrollDoodadFrame handles the Page Up/Down buttons to adjust the number of
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// Doodads visible on screen.
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//
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// rows is the number of rows to scroll. Positive values mean scroll *down*
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// the list.
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func (u *EditorUI) scrollDoodadFrame(rows int) {
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u.doodadSkip += rows
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if u.doodadSkip < 0 {
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u.doodadSkip = 0
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}
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log.Info("scrollDoodadFrame(%d): skip=%d", rows, u.doodadSkip)
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// Calculate about how many rows we can see given our current window size.
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var (
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maxVisibleHeight = int32(u.d.height - 86)
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calculatedHeight int32
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rowsBefore int // count of rows hidden before
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rowsVisible int
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rowsAfter int // count of rows hidden after
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rowsEstimated = maxVisibleHeight / u.doodadButtonSize // estimated number rows shown
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maxSkip = ((len(u.doodadRows) * int(u.doodadButtonSize)) - int(u.doodadButtonSize*rowsEstimated)) / int(u.doodadButtonSize)
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)
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if maxSkip < 0 {
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maxSkip = 0
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}
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log.Info("maxSkip = (%d * %d) - (%d * %d) = %d", len(u.doodadRows), u.doodadButtonSize, u.doodadButtonSize, rowsEstimated, maxSkip)
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// log.Info("maxSkip: estimate=%d rows=%d - visible=%d => %d", rowsEstimated, len(u.doodadRows), rowsVisible, maxSkip)
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if u.doodadSkip > maxSkip {
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u.doodadSkip = maxSkip
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}
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// If the window is big enough to encompass all the doodads, don't show
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// the pager toolbar, its just confusing.
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if maxSkip == 0 {
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u.doodadPager.Hide()
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} else {
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u.doodadPager.Show()
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}
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// Comb through the doodads and show/hide the relevant buttons.
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for i, row := range u.doodadRows {
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if i < u.doodadSkip {
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row.Hide()
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rowsBefore++
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continue
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}
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calculatedHeight += u.doodadButtonSize
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if calculatedHeight > maxVisibleHeight {
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row.Hide()
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rowsAfter++
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} else {
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row.Show()
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rowsVisible++
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}
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}
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var viewPercent = float64(rowsBefore+rowsVisible) / float64(len(u.doodadRows))
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u.doodadScroller.Configure(ui.Config{
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Width: int32(float64(paletteWidth-50) * viewPercent), // TODO: hacky magic number
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})
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log.Info("v%% = (%d + %d) / %d = %f", rowsBefore, rowsVisible, len(u.doodadRows), viewPercent)
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}
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