doodle/pkg/guitest_scene.go
Noah Petherbridge f0101ba048 The Window Manager Update
* Take advantage of the new Window Manager feature of the UI toolkit.
* Move the MenuScene's "New Level" and "Play/Edit Level" windows into
  stand-alone functions in new pkg/windows/ package. The 'windows'
  package is isolated from the rest of Doodle and communicates using
  config variables and callback functions to avoid circular dependency.
* MenuScene calls the window constructors from the new package.
* Add an "Options" button to the Menu Bar in the Editor Scene, which
  opens the "New Level" window to allow changing the wallpaper or
  bounding type of the level currently being edited.
* Move the cheat codes into their own file, cheats.go
2020-04-06 23:21:17 -07:00

295 lines
5.8 KiB
Go

package doodle
import (
"fmt"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
// GUITestScene implements the main menu of Doodle.
type GUITestScene struct {
Supervisor *ui.Supervisor
// Private widgets.
Frame *ui.Frame
Window *ui.Frame
body *ui.Frame
}
// Name of the scene.
func (s *GUITestScene) Name() string {
return "GUITest"
}
// Setup the scene.
func (s *GUITestScene) Setup(d *Doodle) error {
s.Supervisor = ui.NewSupervisor()
window := ui.NewFrame("window")
s.Window = window
window.Configure(ui.Config{
Width: 750,
Height: 450,
Background: render.Grey,
BorderStyle: ui.BorderRaised,
BorderSize: 2,
})
// Title Bar
titleBar := ui.NewLabel(ui.Label{
Text: "Widget Toolkit",
Font: render.Text{
Size: 12,
Color: render.White,
Stroke: render.DarkBlue,
},
})
titleBar.Configure(ui.Config{
Background: render.Blue,
})
window.Pack(titleBar, ui.Pack{
Side: ui.N,
Fill: true,
})
// Window Body
body := ui.NewFrame("Window Body")
body.Configure(ui.Config{
Background: render.Yellow,
})
window.Pack(body, ui.Pack{
Side: ui.N,
Expand: true,
})
s.body = body
// Left Frame
leftFrame := ui.NewFrame("Left Frame")
leftFrame.Configure(ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSolid,
BorderSize: 4,
Width: 100,
})
body.Pack(leftFrame, ui.Pack{
Side: ui.W,
FillY: true,
})
// Some left frame buttons.
for _, label := range []string{"New", "Edit", "Play", "Help"} {
btn := ui.NewButton("dummy "+label, ui.NewLabel(ui.Label{
Text: label,
Font: balance.StatusFont,
}))
btn.Handle(ui.Click, func(ed ui.EventData) error {
d.Flash("%s clicked", btn)
return nil
})
s.Supervisor.Add(btn)
leftFrame.Pack(btn, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 2,
})
}
// Main Frame
frame := ui.NewFrame("Main Frame")
frame.Configure(ui.Config{
Background: render.White,
BorderSize: 0,
})
body.Pack(frame, ui.Pack{
Side: ui.W,
Expand: true,
Fill: true,
})
// Right Frame
rightFrame := ui.NewFrame("Right Frame")
rightFrame.Configure(ui.Config{
Background: render.SkyBlue,
BorderStyle: ui.BorderSunken,
BorderSize: 2,
Width: 80,
})
body.Pack(rightFrame, ui.Pack{
Side: ui.W,
Fill: true,
})
// A grid of buttons.
for row := 0; row < 3; row++ {
rowFrame := ui.NewFrame(fmt.Sprintf("Row%d", row))
rowFrame.Configure(ui.Config{
Background: render.RGBA(0, uint8((row*20)+120), 0, 255),
})
for col := 0; col < 3; col++ {
(func(row, col int, frame *ui.Frame) {
btn := ui.NewButton(fmt.Sprintf("Grid Button %d:%d", col, row),
ui.NewFrame(fmt.Sprintf("Col%d", col)),
)
btn.Configure(ui.Config{
Height: 20,
BorderStyle: ui.BorderRaised,
})
btn.Handle(ui.Click, func(ed ui.EventData) error {
d.Flash("%s clicked", btn)
return nil
})
rowFrame.Pack(btn, ui.Pack{
Side: ui.W,
Expand: true,
FillX: true,
})
s.Supervisor.Add(btn)
})(row, col, rowFrame)
}
rightFrame.Pack(rowFrame, ui.Pack{
Side: ui.N,
Fill: true,
})
}
// Main frame widgets.
frame.Pack(ui.NewLabel(ui.Label{
Text: "Hello World!",
Font: render.Text{
Size: 14,
Color: render.Black,
},
}), ui.Pack{
Side: ui.NW,
Padding: 2,
})
cb := ui.NewCheckbox("Overlay",
&DebugOverlay,
ui.NewLabel(ui.Label{
Text: "Toggle Debug Overlay",
Font: balance.StatusFont,
}),
)
frame.Pack(cb, ui.Pack{
Side: ui.NW,
Padding: 4,
})
cb.Supervise(s.Supervisor)
frame.Pack(ui.NewLabel(ui.Label{
Text: "Like Tk!",
Font: render.Text{
Size: 16,
Color: render.Red,
},
}), ui.Pack{
Side: ui.SE,
Padding: 8,
})
frame.Pack(ui.NewLabel(ui.Label{
Text: "Frame widget for pack layouts",
Font: render.Text{
Size: 14,
Color: render.Blue,
},
}), ui.Pack{
Side: ui.SE,
Padding: 8,
})
// Buttom Frame
btnFrame := ui.NewFrame("btnFrame")
btnFrame.Configure(ui.Config{
Background: render.Grey,
})
window.Pack(btnFrame, ui.Pack{
Side: ui.N,
})
button1 := ui.NewButton("Button1", ui.NewLabel(ui.Label{
Text: "New Map",
Font: balance.StatusFont,
}))
button1.SetBackground(render.Blue)
button1.Handle(ui.Click, func(ed ui.EventData) error {
d.NewMap()
return nil
})
log.Info("Button1 bg: %s", button1.Background())
button2 := ui.NewButton("Button2", ui.NewLabel(ui.Label{
Text: "Load Map",
Font: balance.StatusFont,
}))
button2.Handle(ui.Click, func(ed ui.EventData) error {
d.Prompt("Map name>", func(name string) {
d.EditDrawing(name)
})
return nil
})
var align = ui.W
btnFrame.Pack(button1, ui.Pack{
Side: align,
Padding: 20,
})
btnFrame.Pack(button2, ui.Pack{
Side: align,
Padding: 20,
})
s.Supervisor.Add(button1)
s.Supervisor.Add(button2)
return nil
}
// Loop the editor scene.
func (s *GUITestScene) Loop(d *Doodle, ev *event.State) error {
s.Supervisor.Loop(ev)
return nil
}
// Draw the pixels on this frame.
func (s *GUITestScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with white.
d.Engine.Clear(render.White)
label := ui.NewLabel(ui.Label{
Text: fmt.Sprintf("GUITest %s v%s", branding.AppName, branding.Version),
Font: render.Text{
Size: 26,
Color: render.Pink,
Stroke: render.SkyBlue,
Shadow: render.Black,
},
})
label.Compute(d.Engine)
label.MoveTo(render.Point{
X: (d.width / 2) - (label.Size().W / 2),
Y: 40,
})
label.Present(d.Engine, label.Point())
s.Window.Compute(d.Engine)
s.Window.MoveTo(render.Point{
X: (d.width / 2) - (s.Window.Size().W / 2),
Y: 100,
})
s.Window.Present(d.Engine, s.Window.Point())
return nil
}
// Destroy the scene.
func (s *GUITestScene) Destroy() error {
return nil
}