doodle/pkg/windows/open_level_editor.go
Noah Petherbridge 3892087932 Doodads: Use Key and Working Warp Doors
* The "Use Key" (Q or Spacebar) now activates the Warp Door instead of a
  collision event doing so.
* Warp Doors are now functional: the player opens a door, disappears,
  the door closes; player is teleported to the linked door which opens,
  appears the player and closes.
* If the player exits thru a Blue or Orange door which is disabled
  (dotted outline), the door still opens and drops the player off but
  returns to a Disabled state, acting as a one-way door.
* Clean up several debug log lines from Doodle and doodad scripts.
2021-01-03 15:19:21 -08:00

201 lines
4.2 KiB
Go

package windows
import (
"fmt"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/userdir"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// OpenLevelEditor is the "Open a Level to Edit It" window
type OpenLevelEditor struct {
Supervisor *ui.Supervisor
Engine render.Engine
// Load it for playing instead of editing?
LoadForPlay bool
// Callback functions.
OnPlayLevel func(filename string)
OnEditLevel func(filename string)
OnCancel func()
}
// NewOpenLevelEditor initializes the window.
func NewOpenLevelEditor(config OpenLevelEditor) *ui.Window {
var (
width, height = config.Engine.WindowSize()
)
window := ui.NewWindow("Open Drawing")
window.Configure(ui.Config{
Width: int(float64(width) * 0.75),
Height: int(float64(height) * 0.75),
Background: render.Grey,
})
{
frame := ui.NewFrame("Open Drawing Frame")
window.Pack(frame, ui.Pack{
Side: ui.N,
Fill: true,
Expand: true,
})
/******************
* Frame for selecting User Levels
******************/
label1 := ui.NewLabel(ui.Label{
Text: "Levels",
Font: balance.LabelFont,
})
frame.Pack(label1, ui.Pack{
Side: ui.N,
FillX: true,
})
// Get the user's levels.
levels, _ := userdir.ListLevels()
// Embedded levels, TODO
sysLevels, _ := level.ListSystemLevels()
levels = append(levels, sysLevels...)
lvlRow := ui.NewFrame("Level Row 0")
frame.Pack(lvlRow, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 1,
})
for i, lvl := range levels {
func(i int, lvl string) {
btn := ui.NewButton("Level Btn", ui.NewLabel(ui.Label{
Text: lvl,
Font: balance.MenuFont,
}))
btn.Handle(ui.Click, func(ed ui.EventData) error {
if config.LoadForPlay {
config.OnPlayLevel(lvl)
} else {
config.OnEditLevel(lvl)
}
return nil
})
config.Supervisor.Add(btn)
lvlRow.Pack(btn, ui.Pack{
Side: ui.W,
Expand: true,
Fill: true,
})
if i > 0 && (i+1)%4 == 0 {
lvlRow = ui.NewFrame(fmt.Sprintf("Level Row %d", i))
frame.Pack(lvlRow, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 1,
})
}
}(i, lvl)
}
/******************
* Frame for selecting User Doodads
******************/
// Doodads not shown if we're loading a map to play, nor are they
// available to the free version.
if !config.LoadForPlay && !balance.FreeVersion {
label2 := ui.NewLabel(ui.Label{
Text: "Doodads",
Font: balance.LabelFont,
})
frame.Pack(label2, ui.Pack{
Side: ui.N,
FillX: true,
})
files, _ := userdir.ListDoodads()
ddRow := ui.NewFrame("Doodad Row 0")
frame.Pack(ddRow, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 1,
})
for i, dd := range files {
func(i int, dd string) {
btn := ui.NewButton("Doodad Btn", ui.NewLabel(ui.Label{
Text: dd,
Font: balance.MenuFont,
}))
btn.Handle(ui.Click, func(ed ui.EventData) error {
config.OnEditLevel(dd)
return nil
})
config.Supervisor.Add(btn)
ddRow.Pack(btn, ui.Pack{
Side: ui.W,
Expand: true,
Fill: true,
})
if i > 0 && (i+1)%4 == 0 {
ddRow = ui.NewFrame(fmt.Sprintf("Doodad Row %d", i))
frame.Pack(ddRow, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 1,
})
}
}(i, dd)
}
}
/******************
* Confirm/cancel buttons.
******************/
bottomFrame := ui.NewFrame("Button Frame")
// bottomFrame.Configure(ui.Config{
// BorderSize: 1,
// BorderStyle: ui.BorderSunken,
// BorderColor: render.Black,
// })
// bottomFrame.SetBackground(render.Grey)
frame.Pack(bottomFrame, ui.Pack{
Side: ui.N,
FillX: true,
PadY: 8,
})
var buttons = []struct {
Label string
F func(ui.EventData) error
}{
{"Cancel", func(ed ui.EventData) error {
config.OnCancel()
return nil
}},
}
for _, t := range buttons {
btn := ui.NewButton(t.Label, ui.NewLabel(ui.Label{
Text: t.Label,
Font: balance.MenuFont,
}))
btn.Handle(ui.Click, t.F)
config.Supervisor.Add(btn)
bottomFrame.Pack(btn, ui.Pack{
Side: ui.W,
PadX: 4,
PadY: 8,
})
}
}
return window
}