doodle/main_scene.go
Noah Petherbridge 8624a28ea9 Add StatusBar to Editor Mode, Iterate on UI Toolkit
* Added `BoxSize()` to Widget that reports the full box size including
  borders and margin.
* The Frame uses the `BoxSize()` of widgets to position them.
  Reintroduces some padding issues (boxes on the GUI Test stick out of
  bounds a bit) but is on the right track.
* Renamed `Padding` to `Margin` on the Widget object, since the Margin
  is taken into consideration along with Outline and Border in computing
  the widget's BoxSize.
* Restructured the Label widget to take a Text or TextVariable property
  and the font settings (render.Text) are in a new `Font` property.
2018-08-05 12:54:57 -07:00

99 lines
1.9 KiB
Go

package doodle
import (
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/render"
"git.kirsle.net/apps/doodle/ui"
)
// MainScene implements the main menu of Doodle.
type MainScene struct {
Supervisor *ui.Supervisor
frame *ui.Frame
}
// Name of the scene.
func (s *MainScene) Name() string {
return "Main"
}
// Setup the scene.
func (s *MainScene) Setup(d *Doodle) error {
s.Supervisor = ui.NewSupervisor()
frame := ui.NewFrame("frame")
s.frame = frame
button1 := ui.NewButton("Button1", ui.NewLabel(ui.Label{
Text: "New Map",
Font: balance.StatusFont,
}))
button1.Handle("Click", func(p render.Point) {
d.NewMap()
})
button2 := ui.NewButton("Button2", ui.NewLabel(ui.Label{
Text: "New Map",
Font: balance.StatusFont,
}))
button2.SetText("Load Map")
frame.Pack(button1, ui.Pack{
Anchor: ui.N,
Fill: true,
})
frame.Pack(button2, ui.Pack{
Anchor: ui.N,
PadY: 12,
Fill: true,
})
s.Supervisor.Add(button1)
s.Supervisor.Add(button2)
return nil
}
// Loop the editor scene.
func (s *MainScene) Loop(d *Doodle, ev *events.State) error {
s.Supervisor.Loop(ev)
return nil
}
// Draw the pixels on this frame.
func (s *MainScene) Draw(d *Doodle) error {
// Clear the canvas and fill it with white.
d.Engine.Clear(render.White)
label := ui.NewLabel(ui.Label{
Text: "Doodle v" + 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: 120,
})
label.Present(d.Engine, label.Point())
s.frame.Compute(d.Engine)
s.frame.MoveTo(render.Point{
X: (d.width / 2) - (s.frame.Size().W / 2),
Y: 200,
})
s.frame.Present(d.Engine, s.frame.Point())
return nil
}
// Destroy the scene.
func (s *MainScene) Destroy() error {
return nil
}