doodle/pkg/editor_ui.go
Noah Petherbridge 87416f9740 Link Tool UX
* On the Doodads tab is the Link button to enter the Link Tool.
* Click Link, then click the 1st doodad on the level, then click the 2nd
  doodad to complete the link.
* The actors struct in the Level holds the link IDs for each actor.
2019-06-23 16:15:09 -07:00

591 lines
14 KiB
Go

package doodle
import (
"fmt"
"path/filepath"
"strconv"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/lib/ui"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/uix"
)
// Width of the panel frame.
var paletteWidth int32 = 150
// EditorUI manages the user interface for the Editor Scene.
type EditorUI struct {
d *Doodle
Scene *EditorScene
// Variables
StatusBoxes []*string
StatusMouseText string
StatusPaletteText string
StatusFilenameText string
StatusScrollText string
selectedSwatch string // name of selected swatch in palette
cursor render.Point // remember the cursor position in Loop
// Widgets
Supervisor *ui.Supervisor
Canvas *uix.Canvas
Workspace *ui.Frame
MenuBar *ui.Frame
StatusBar *ui.Frame
// Palette window.
Palette *ui.Window
PaletteTab *ui.Frame
DoodadTab *ui.Frame
// Draggable Doodad canvas.
DraggableActor *DraggableActor
// Palette variables.
paletteTab string // selected tab, Palette or Doodads
}
// NewEditorUI initializes the Editor UI.
func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI {
u := &EditorUI{
d: d,
Scene: s,
Supervisor: ui.NewSupervisor(),
StatusMouseText: "Cursor: (waiting)",
StatusPaletteText: "Swatch: <none>",
StatusFilenameText: "Filename: <none>",
StatusScrollText: "Hello world",
}
// Bind the StatusBoxes arrays to the text variables.
u.StatusBoxes = []*string{
&u.StatusMouseText,
&u.StatusPaletteText,
&u.StatusFilenameText,
&u.StatusScrollText,
}
u.Canvas = u.SetupCanvas(d)
u.MenuBar = u.SetupMenuBar(d)
u.StatusBar = u.SetupStatusBar(d)
u.Palette = u.SetupPalette(d)
u.Workspace = u.SetupWorkspace(d) // important that this is last!
u.Resized(d)
// Position the Canvas inside the frame.
u.Workspace.Pack(u.Canvas, ui.Pack{
Anchor: ui.N,
})
u.Workspace.Compute(d.Engine)
u.ExpandCanvas(d.Engine)
// Select the first swatch of the palette.
if u.Canvas.Palette != nil && u.Canvas.Palette.ActiveSwatch != nil {
u.selectedSwatch = u.Canvas.Palette.ActiveSwatch.Name
}
return u
}
// Resized handles the window being resized so we can recompute the widgets.
func (u *EditorUI) Resized(d *Doodle) {
// Menu Bar frame.
{
u.MenuBar.Configure(ui.Config{
Width: int32(d.width),
Background: render.Black,
})
u.MenuBar.Compute(d.Engine)
}
// Status Bar.
{
u.StatusBar.Configure(ui.Config{
Width: int32(d.width),
})
u.StatusBar.MoveTo(render.Point{
X: 0,
Y: int32(d.height) - u.StatusBar.Size().H,
})
u.StatusBar.Compute(d.Engine)
}
// Palette panel.
{
u.Palette.Configure(ui.Config{
Width: paletteWidth,
Height: int32(u.d.height) - u.StatusBar.Size().H,
})
u.Palette.MoveTo(render.NewPoint(
int32(u.d.width)-u.Palette.BoxSize().W,
u.MenuBar.BoxSize().H,
))
u.Palette.Compute(d.Engine)
}
// Position the workspace around with the other widgets.
{
frame := u.Workspace
frame.MoveTo(render.NewPoint(
0,
u.MenuBar.Size().H,
))
frame.Resize(render.NewRect(
int32(d.width)-u.Palette.Size().W,
int32(d.height)-u.MenuBar.Size().H-u.StatusBar.Size().H,
))
frame.Compute(d.Engine)
u.ExpandCanvas(d.Engine)
}
}
// Loop to process events and update the UI.
func (u *EditorUI) Loop(ev *events.State) error {
u.cursor = render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)
// Loop the UI and see whether we're told to stop event propagation.
var stopPropagation bool
if err := u.Supervisor.Loop(ev); err != nil {
if err == ui.ErrStopPropagation {
stopPropagation = true
} else {
return err
}
}
// Update status bar labels.
{
u.StatusMouseText = fmt.Sprintf("Rel:(%d,%d) Abs:(%s)",
ev.CursorX.Now,
ev.CursorY.Now,
*u.Scene.debWorldIndex,
)
u.StatusPaletteText = fmt.Sprintf("%s Tool",
u.Canvas.Tool,
)
u.StatusScrollText = fmt.Sprintf("Scroll: %s Viewport: %s",
u.Canvas.Scroll,
u.Canvas.Viewport(),
)
// Statusbar filename label.
filename := "untitled.map"
fileType := "Level"
if u.Scene.filename != "" {
filename = u.Scene.filename
}
if u.Scene.DrawingType == enum.DoodadDrawing {
fileType = "Doodad"
}
u.StatusFilenameText = fmt.Sprintf("Filename: %s (%s)",
filepath.Base(filename),
fileType,
)
}
// Recompute widgets.
u.MenuBar.Compute(u.d.Engine)
u.StatusBar.Compute(u.d.Engine)
u.Palette.Compute(u.d.Engine)
// Only forward events to the Canvas if the UI hasn't stopped them.
if !stopPropagation {
u.Canvas.Loop(ev)
}
return nil
}
// Present the UI to the screen.
func (u *EditorUI) Present(e render.Engine) {
// TODO: if I don't Compute() the palette window, then, whenever the dev console
// is open the window will blank out its contents leaving only the outermost Frame.
// The title bar and borders are gone. But other UI widgets don't do this.
// FIXME: Scene interface should have a separate ComputeUI() from Loop()?
u.Palette.Compute(u.d.Engine)
u.Palette.Present(e, u.Palette.Point())
u.MenuBar.Present(e, u.MenuBar.Point())
u.StatusBar.Present(e, u.StatusBar.Point())
u.Workspace.Present(e, u.Workspace.Point())
// Are we dragging a Doodad canvas?
if u.Supervisor.IsDragging() {
if actor := u.DraggableActor; actor != nil {
var size = actor.canvas.Size()
actor.canvas.Present(u.d.Engine, render.NewPoint(
u.cursor.X-(size.W/2),
u.cursor.Y-(size.H/2),
))
}
}
}
// SetupWorkspace configures the main Workspace frame that takes up the full
// window apart from toolbars. The Workspace has a single child element, the
// Canvas, so it can easily full-screen it or center it for Doodad editing.
func (u *EditorUI) SetupWorkspace(d *Doodle) *ui.Frame {
frame := ui.NewFrame("Workspace")
return frame
}
// SetupCanvas configures the main drawing canvas in the editor.
func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas {
drawing := uix.NewCanvas(balance.ChunkSize, true)
drawing.Name = "edit-canvas"
drawing.Palette = level.DefaultPalette()
drawing.SetBackground(render.White)
if len(drawing.Palette.Swatches) > 0 {
drawing.SetSwatch(drawing.Palette.Swatches[0])
}
// Handle the Canvas deleting our actors in edit mode.
drawing.OnDeleteActors = func(actors []*level.Actor) {
if u.Scene.Level != nil {
for _, actor := range actors {
u.Scene.Level.Actors.Remove(actor)
}
drawing.InstallActors(u.Scene.Level.Actors)
}
}
// A drag event initiated inside the Canvas. This happens in the ActorTool
// mode when you click an existing Doodad and it "pops" out of the canvas
// and onto the cursor to be repositioned.
drawing.OnDragStart = func(filename string) {
doodad, err := doodads.LoadFile(filename)
if err != nil {
log.Error("drawing.OnDragStart: %s", err.Error())
}
u.startDragActor(doodad)
}
// A link event to connect two actors together.
drawing.OnLinkActors = func(a, b *level.Actor) {
d.Flash("Link %s and %s", a.Filename, b.Filename)
idA, idB := a.ID(), b.ID()
a.AddLink(idB)
b.AddLink(idA)
// Reset the Link tool.
drawing.Tool = uix.ActorTool
}
// Set up the drop handler for draggable doodads.
// NOTE: The drag event begins at editor_ui_doodad.go when configuring the
// Doodad Palette buttons.
drawing.Handle(ui.Drop, func(e render.Point) {
log.Info("Drawing canvas has received a drop!")
var P = ui.AbsolutePosition(drawing)
// Was it an actor from the Doodad Palette?
if actor := u.DraggableActor; actor != nil {
log.Info("Actor is a %s", actor.doodad.Filename)
if u.Scene.Level == nil {
u.d.Flash("Can't drop doodads onto doodad drawings!")
return
}
size := actor.canvas.Size()
u.Scene.Level.Actors.Add(&level.Actor{
// Uncenter the drawing from the cursor.
Point: render.Point{
X: (u.cursor.X - drawing.Scroll.X - (size.W / 2)) - P.X,
Y: (u.cursor.Y - drawing.Scroll.Y - (size.H / 2)) - P.Y,
},
Filename: actor.doodad.Filename,
})
err := drawing.InstallActors(u.Scene.Level.Actors)
if err != nil {
log.Error("Error installing actor onDrop to canvas: %s", err)
}
}
})
u.Supervisor.Add(drawing)
return drawing
}
// ExpandCanvas manually expands the Canvas to fill the frame, to work around
// UI packing bugs. Ideally I would use `Expand: true` when packing the Canvas
// in its frame, but that would artificially expand the Canvas also when it
// _wanted_ to be smaller, as in Doodad Editing Mode.
func (u *EditorUI) ExpandCanvas(e render.Engine) {
if u.Scene.DrawingType == enum.LevelDrawing {
u.Canvas.Resize(u.Workspace.Size())
} else {
// Size is managed externally.
}
u.Workspace.Compute(e)
}
// SetupMenuBar sets up the menu bar.
func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.Frame {
frame := ui.NewFrame("MenuBar")
// Save and Save As common menu handler
var saveFunc func(filename string)
switch u.Scene.DrawingType {
case enum.LevelDrawing:
saveFunc = func(filename string) {
if err := u.Scene.SaveLevel(filename); err != nil {
d.Flash("Error: %s", err)
} else {
d.Flash("Saved level: %s", filename)
}
}
case enum.DoodadDrawing:
saveFunc = func(filename string) {
if err := u.Scene.SaveDoodad(filename); err != nil {
d.Flash("Error: %s", err)
} else {
d.Flash("Saved doodad: %s", filename)
}
}
default:
d.Flash("Error: Scene.DrawingType is not a valid type")
}
type menuButton struct {
Text string
Click func(render.Point)
}
buttons := []menuButton{
menuButton{
Text: "New Level",
Click: func(render.Point) {
d.NewMap()
},
},
menuButton{
Text: "New Doodad",
Click: func(render.Point) {
d.Prompt("Doodad size [100]>", func(answer string) {
size := balance.DoodadSize
if answer != "" {
i, err := strconv.Atoi(answer)
if err != nil {
d.Flash("Error: Doodad size must be a number.")
return
}
size = i
}
d.NewDoodad(size)
})
},
},
menuButton{
Text: "Save",
Click: func(render.Point) {
if u.Scene.filename != "" {
saveFunc(u.Scene.filename)
} else {
d.Prompt("Save filename>", func(answer string) {
if answer != "" {
saveFunc(answer)
}
})
}
},
},
menuButton{
Text: "Save as...",
Click: func(render.Point) {
d.Prompt("Save as filename>", func(answer string) {
if answer != "" {
saveFunc(answer)
}
})
},
},
menuButton{
Text: "Load",
Click: func(render.Point) {
d.Prompt("Open filename>", func(answer string) {
if answer != "" {
if err := d.EditFile(answer); err != nil {
d.Flash(err.Error())
}
}
})
},
},
}
for _, btn := range buttons {
if balance.FreeVersion {
if btn.Text == "New Doodad" {
continue
}
}
w := ui.NewButton(btn.Text, ui.NewLabel(ui.Label{
Text: btn.Text,
Font: balance.MenuFont,
}))
w.Configure(ui.Config{
BorderSize: 1,
OutlineSize: 0,
})
w.Handle(ui.MouseUp, btn.Click)
u.Supervisor.Add(w)
frame.Pack(w, ui.Pack{
Anchor: ui.W,
PadX: 1,
})
}
frame.Compute(d.Engine)
return frame
}
// SetupPalette sets up the palette panel.
func (u *EditorUI) SetupPalette(d *Doodle) *ui.Window {
window := ui.NewWindow("Palette")
window.ConfigureTitle(balance.TitleConfig)
window.TitleBar().Font = balance.TitleFont
window.Configure(ui.Config{
Background: balance.WindowBackground,
BorderColor: balance.WindowBorder,
})
// Frame that holds the tab buttons in Level Edit mode.
tabFrame := ui.NewFrame("Palette Tabs")
for _, name := range []string{"Palette", "Doodads"} {
if u.paletteTab == "" {
u.paletteTab = name
}
tab := ui.NewRadioButton("Palette Tab", &u.paletteTab, name, ui.NewLabel(ui.Label{
Text: name,
}))
tab.Handle(ui.Click, func(p render.Point) {
if u.paletteTab == "Palette" {
u.Canvas.Tool = uix.PencilTool
u.PaletteTab.Show()
u.DoodadTab.Hide()
} else {
u.Canvas.Tool = uix.ActorTool
u.PaletteTab.Hide()
u.DoodadTab.Show()
}
window.Compute(d.Engine)
})
u.Supervisor.Add(tab)
tabFrame.Pack(tab, ui.Pack{
Anchor: ui.W,
Fill: true,
Expand: true,
})
}
window.Pack(tabFrame, ui.Pack{
Anchor: ui.N,
Fill: true,
PadY: 4,
})
// Only show the tab frame in Level drawing mode!
if u.Scene.DrawingType != enum.LevelDrawing {
tabFrame.Hide()
}
// Doodad frame.
{
frame, err := u.setupDoodadFrame(d.Engine, window)
if err != nil {
d.Flash(err.Error())
}
// Even if there was an error (userdir.ListDoodads couldn't read the
// config folder on disk or whatever) the Frame is still valid but
// empty, which is still the intended behavior.
u.DoodadTab = frame
u.DoodadTab.Hide()
window.Pack(u.DoodadTab, ui.Pack{
Anchor: ui.N,
Fill: true,
})
}
// Color Palette Frame.
u.PaletteTab = u.setupPaletteFrame(window)
window.Pack(u.PaletteTab, ui.Pack{
Anchor: ui.N,
Fill: true,
})
return window
}
// SetupStatusBar sets up the status bar widget along the bottom of the window.
func (u *EditorUI) SetupStatusBar(d *Doodle) *ui.Frame {
frame := ui.NewFrame("Status Bar")
frame.Configure(ui.Config{
BorderStyle: ui.BorderRaised,
Background: render.Grey,
BorderSize: 2,
})
style := ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSunken,
BorderColor: render.Grey,
BorderSize: 1,
}
var labelHeight int32
for _, variable := range u.StatusBoxes {
label := ui.NewLabel(ui.Label{
TextVariable: variable,
Font: balance.StatusFont,
})
label.Configure(style)
label.Compute(d.Engine)
frame.Pack(label, ui.Pack{
Anchor: ui.W,
PadX: 1,
})
if labelHeight == 0 {
labelHeight = label.BoxSize().H
}
}
var shareware string
if balance.FreeVersion {
shareware = " (shareware)"
}
extraLabel := ui.NewLabel(ui.Label{
Text: "Doodle v" + Version + shareware,
Font: balance.StatusFont,
})
extraLabel.Configure(ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSunken,
BorderColor: render.Grey,
BorderSize: 1,
})
extraLabel.Compute(d.Engine)
frame.Pack(extraLabel, ui.Pack{
Anchor: ui.E,
})
// Set the initial good frame size to have the height secured,
// so when resizing the application window we can just adjust for width.
frame.Resize(render.Rect{
W: int32(d.width),
H: labelHeight + frame.BoxThickness(1),
})
frame.Compute(d.Engine)
return frame
}