Noah Petherbridge
76b7dfa4f8
New doodad interactions: * Sticky Buttons will emit a "sticky:down" event to linked doodads, with a boolean value showing the Sticky Button's state. * Normal Buttons will listen for "sticky:down" -- when a linked Sticky Button is pressed, the normal Button presses in as well, and stays pressed while the sticky:down signal is true. * When the Sticky Button is released (e.g. because it received power from another doodad), any linked buttons which were sticky:down release as well. * Switch doodads emit a new "switch:toggle" event JUST BEFORE sending the "power" event. Sensitive Doodads can listen for switches in particular this way. * The Electric Door listens for switch:toggle; if a Switch is activated, the Electric Door always flips its current state (open to close, or vice versa) and ignores the immediately following power event. This allows doors to toggle on/off regardless of sync with a Switch. Other changes: * When the player character dies by fire, instead of the message saying "Watch out for fire!" it will use the name of the fire swatch that hurt the player. This way levels could make it say "Watch out for spikes!" or "lava" or whatever they want. The "Fire" attribute now just means "instantly kills the player." * Level Editor: You can now edit the Title and Author name of your level in the Page Settings window. * Bugfix: only the player character ends the game by dying in fire. Other mobile doodads just turn dark but don't end the game. * Increase the size of Trapdoor doodad sprites by 150% as they were a bit small for the player character. * Rename the game from "Project: Doodle" to "Sketchy Maze"
307 lines
7.0 KiB
Go
307 lines
7.0 KiB
Go
package windows
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import (
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// AddEditLevel is the "Create New Level & Edit Level Properties" window
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type AddEditLevel struct {
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Supervisor *ui.Supervisor
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Engine render.Engine
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// Editing settings for an existing level?
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EditLevel *level.Level
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// Callback functions.
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OnChangePageTypeAndWallpaper func(pageType level.PageType, wallpaper string)
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OnCreateNewLevel func(*level.Level)
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OnCancel func()
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}
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// NewAddEditLevel initializes the window.
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func NewAddEditLevel(config AddEditLevel) *ui.Window {
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// Default options.
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var (
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newPageType = level.Bounded.String()
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newWallpaper = "notebook.png"
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isNewLevel = config.EditLevel == nil
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title = "New Drawing"
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)
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// Given a level to edit?
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if config.EditLevel != nil {
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newPageType = config.EditLevel.PageType.String()
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newWallpaper = config.EditLevel.Wallpaper
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title = "Page Settings"
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}
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window := ui.NewWindow(title)
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window.SetButtons(ui.CloseButton)
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window.Configure(ui.Config{
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Width: 400,
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Height: 240,
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Background: render.Grey,
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})
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{
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frame := ui.NewFrame("New Level Frame")
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window.Pack(frame, ui.Pack{
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Side: ui.N,
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Fill: true,
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Expand: true,
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})
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/******************
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* Frame for selecting Page Type
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******************/
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label1 := ui.NewLabel(ui.Label{
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Text: "Page Type",
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Font: balance.LabelFont,
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})
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frame.Pack(label1, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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typeFrame := ui.NewFrame("Page Type Options Frame")
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frame.Pack(typeFrame, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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type typeObj struct {
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Name string
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Value level.PageType
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}
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var types = []typeObj{
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{"Unbounded", level.Unbounded},
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{"Bounded", level.Bounded},
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{"No Negative Space", level.NoNegativeSpace},
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// {"Bordered (TODO)", level.Bordered},
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}
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for _, t := range types {
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// TODO: Hide some options for the free version of the game.
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// - At launch only Bounded and Bordered will be available
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// in the shareware version.
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// - For now, only hide Bordered as it's not yet implemented.
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// --------
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// if balance.FreeVersion {
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// if t.Value == level.Bordered {
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// continue
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// }
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// }
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func(t typeObj) {
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radio := ui.NewRadioButton(t.Name,
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&newPageType,
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t.Value.String(),
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ui.NewLabel(ui.Label{
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Text: t.Name,
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Font: balance.MenuFont,
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}),
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)
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radio.Handle(ui.Click, func(ed ui.EventData) error {
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config.OnChangePageTypeAndWallpaper(t.Value, newWallpaper)
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return nil
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})
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config.Supervisor.Add(radio)
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typeFrame.Pack(radio, ui.Pack{
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Side: ui.W,
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PadX: 4,
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})
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}(t)
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}
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/******************
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* Frame for selecting Level Wallpaper
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******************/
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label2 := ui.NewLabel(ui.Label{
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Text: "Wallpaper",
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Font: balance.LabelFont,
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})
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frame.Pack(label2, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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wpFrame := ui.NewFrame("Wallpaper Frame")
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frame.Pack(wpFrame, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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type wallpaperObj struct {
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Name string
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Value string
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}
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var wallpapers = []wallpaperObj{
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{"Notebook", "notebook.png"},
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{"Blueprint", "blueprint.png"},
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{"Legal Pad", "legal.png"},
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{"Pure White", "white.png"},
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// {"Placemat", "placemat.png"},
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}
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for _, t := range wallpapers {
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func(t wallpaperObj) {
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radio := ui.NewRadioButton(t.Name, &newWallpaper, t.Value, ui.NewLabel(ui.Label{
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Text: t.Name,
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Font: balance.MenuFont,
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}))
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radio.Handle(ui.Click, func(ed ui.EventData) error {
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if pageType, ok := level.PageTypeFromString(newPageType); ok {
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config.OnChangePageTypeAndWallpaper(pageType, t.Value)
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}
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return nil
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})
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config.Supervisor.Add(radio)
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wpFrame.Pack(radio, ui.Pack{
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Side: ui.W,
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PadX: 4,
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})
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}(t)
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}
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/******************
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* Frame for giving the level a title.
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******************/
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if config.EditLevel != nil {
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label3 := ui.NewLabel(ui.Label{
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Text: "Metadata",
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Font: balance.LabelFont,
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})
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frame.Pack(label3, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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type metadataObj struct {
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Label string
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Binding *string
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Update func(string)
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}
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var metaRows = []metadataObj{
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{"Title:", &config.EditLevel.Title, func(v string) { config.EditLevel.Title = v }},
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{"Author:", &config.EditLevel.Author, func(v string) { config.EditLevel.Author = v }},
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}
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for _, mr := range metaRows {
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mr := mr
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mrFrame := ui.NewFrame("Metadata " + mr.Label + "Frame")
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frame.Pack(mrFrame, ui.Pack{
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Side: ui.N,
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FillX: true,
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PadY: 2,
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})
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// The label.
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mrLabel := ui.NewLabel(ui.Label{
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Text: mr.Label,
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Font: balance.MenuFont,
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})
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mrLabel.Configure(ui.Config{
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Width: 75,
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})
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mrFrame.Pack(mrLabel, ui.Pack{
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Side: ui.W,
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})
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// The button.
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mrButton := ui.NewButton(mr.Label, ui.NewLabel(ui.Label{
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TextVariable: mr.Binding,
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Font: balance.MenuFont,
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}))
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mrButton.Handle(ui.Click, func(ed ui.EventData) error {
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shmem.Prompt("Enter a new "+mr.Label, func(answer string) {
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if answer != "" {
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mr.Update(answer)
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}
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})
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return nil
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})
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config.Supervisor.Add(mrButton)
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mrFrame.Pack(mrButton, ui.Pack{
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Side: ui.W,
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Expand: true,
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PadX: 2,
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})
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}
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}
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/******************
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* Confirm/cancel buttons.
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******************/
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bottomFrame := ui.NewFrame("Button Frame")
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frame.Pack(bottomFrame, ui.Pack{
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Side: ui.N,
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FillX: true,
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PadY: 8,
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})
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var buttons = []struct {
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Label string
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F func(ui.EventData) error
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}{
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{"Continue", func(ed ui.EventData) error {
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shmem.Flash("Create new map with %s page type and %s wallpaper", newPageType, newWallpaper)
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pageType, ok := level.PageTypeFromString(newPageType)
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if !ok {
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shmem.Flash("Invalid Page Type '%s'", newPageType)
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return nil
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}
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lvl := level.New()
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lvl.Palette = level.DefaultPalette()
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lvl.Wallpaper = newWallpaper
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lvl.PageType = pageType
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// Blueprint theme palette for the dark wallpaper color.
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if lvl.Wallpaper == "blueprint.png" {
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lvl.Palette = level.NewBlueprintPalette()
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}
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config.OnCreateNewLevel(lvl)
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return nil
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}},
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{"Cancel", func(ed ui.EventData) error {
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config.OnCancel()
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return nil
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}},
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// OK button is for editing an existing level.
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{"OK", func(ed ui.EventData) error {
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config.OnCancel()
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return nil
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}},
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}
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for _, t := range buttons {
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// If we're editing settings on an existing level, skip the Continue.
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if (isNewLevel && t.Label == "OK") || (!isNewLevel && t.Label != "OK") {
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continue
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}
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btn := ui.NewButton(t.Label, ui.NewLabel(ui.Label{
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Text: t.Label,
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Font: balance.MenuFont,
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}))
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btn.Handle(ui.Click, t.F)
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config.Supervisor.Add(btn)
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bottomFrame.Pack(btn, ui.Pack{
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Side: ui.W,
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PadX: 4,
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PadY: 8,
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})
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}
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}
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window.Hide()
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return window
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}
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