Noah Petherbridge
b06c52a705
* MainWindow is ideal for apps that just want a UI and don't manage their own SDL windows. * The example app will grow into a series of demos that test the UI toolkit to help fix bugs and grow features.
100 lines
1.8 KiB
Go
100 lines
1.8 KiB
Go
package ui
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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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)
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// Menu is a rectangle that holds menu items.
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type Menu struct {
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BaseWidget
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Name string
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body *Frame
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}
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// NewMenu creates a new Menu. It is hidden by default. Usually you'll
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// use it with a MenuButton or in a right-click handler.
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func NewMenu(name string) *Menu {
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w := &Menu{
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Name: name,
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body: NewFrame(name + ":Body"),
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}
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w.body.Configure(Config{
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Width: 150,
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BorderSize: 12,
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BorderStyle: BorderRaised,
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Background: render.Grey,
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})
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w.IDFunc(func() string {
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return fmt.Sprintf("Menu<%s>", w.Name)
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})
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return w
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}
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// Compute the menu
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func (w *Menu) Compute(e render.Engine) {
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w.body.Compute(e)
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}
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// Present the menu
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func (w *Menu) Present(e render.Engine, p render.Point) {
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w.body.Present(e, p)
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}
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// AddItem quickly adds an item to a menu.
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func (w *Menu) AddItem(label string, command func()) *MenuItem {
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menu := NewMenuItem(label, command)
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w.Pack(menu)
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return menu
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}
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// Pack a menu item onto the menu.
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func (w *Menu) Pack(item *MenuItem) {
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w.body.Pack(item, Pack{
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Anchor: NE,
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// Expand: true,
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// Padding: 8,
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FillX: true,
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})
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}
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// MenuItem is an item in a Menu.
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type MenuItem struct {
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Button
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Label string
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Accelerator string
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Command func()
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button *Button
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}
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// NewMenuItem creates a new menu item.
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func NewMenuItem(label string, command func()) *MenuItem {
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w := &MenuItem{
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Label: label,
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Command: command,
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}
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w.IDFunc(func() string {
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return fmt.Sprintf("MenuItem<%s>", w.Label)
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})
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font := DefaultFont
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font.Color = render.White
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font.PadX = 12
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w.Button.child = NewLabel(Label{
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Text: label,
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Font: font,
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})
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w.Button.Configure(Config{
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Background: render.Blue,
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})
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w.Button.Handle(Click, func(p render.Point) {
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w.Command()
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})
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// Assign the button
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return w
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}
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