doodle/pkg/windows/doodad_dropper.go
Noah Petherbridge 190d4be1b6 Layer Selection Window for Doodad Editor
* When editing a doodad in the Editor Mode, the toolbar has a "Lyr."
  button that opens the Layers window.
* The Layers window allows switching the active doodad layer that you
  are drawing on, as well as create and rename layers.
* With this feature, Doodads may be fully drawn in-game, including
  adding alternate named layers for animations and multiple-state
  doodads.
* Update the Pager component to have a configurable MaxPageButtons.
  Controls that have more pages than this limit will stop having buttons
  drawn after the limit. The "Forward" and "Next" buttons can still
  navigate into the extra pages.
* Refactored and centralized the various popup windows in Editor Mode
  into editor_ui_popups.go; the SetupPopups() and various methods such
  as ShowPaletteWindow() and ShowDoodadDropper() make management of
  popups simple for the editor_ui!
* The Menu Bar in Editor Mode now has context-specific tools in the
  Tools menu: the Doodad Dropper for levels and Layers for doodads.
* Bugfix the Palette Editor window to work equally between Levels and
  Doodads, by only having it care about the Palette and not the Level
  that owns it.
2020-11-16 23:23:21 -08:00

248 lines
5.4 KiB
Go

package windows
import (
"fmt"
"math"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/uix"
"git.kirsle.net/go/render"
"git.kirsle.net/go/ui"
)
// DoodadDropper is the doodad palette pop-up window for Editor Mode.
type DoodadDropper struct {
Supervisor *ui.Supervisor
Engine render.Engine
// Editing settings for an existing level?
EditLevel *level.Level
// Callback functions.
OnStartDragActor func(doodad *doodads.Doodad, actor *level.Actor)
OnCancel func()
}
// NewDoodadDropper initializes the window.
func NewDoodadDropper(config DoodadDropper) *ui.Window {
// Default options.
var (
title = "Doodads"
buttonSize = balance.DoodadButtonSize
columns = balance.DoodadDropperCols
rows = balance.DoodadDropperRows
// size of the doodad window
width = buttonSize * columns
height = (buttonSize * rows) + 64 // account for button borders :(
// pagination values
page = 1
pages int
perPage = 20
maxPageButtons = 10
)
window := ui.NewWindow(title)
window.SetButtons(ui.CloseButton)
window.Configure(ui.Config{
Width: width,
Height: height,
Background: render.Grey,
})
frame := ui.NewFrame("Window Body Frame")
window.Pack(frame, ui.Pack{
Side: ui.N,
Fill: true,
Expand: true,
})
/*******
* Display the Doodads in rows of buttons
*******/
doodadsAvailable, err := doodads.ListDoodads()
if err != nil {
log.Error("NewDoodadDropper: doodads.ListDoodads: %s", err)
}
// Load all the doodads, skip hidden ones.
var items []*doodads.Doodad
for _, filename := range doodadsAvailable {
doodad, err := doodads.LoadFile(filename)
if err != nil {
log.Error(err.Error())
doodad = doodads.New(balance.DoodadSize)
}
// Skip hidden doodads.
if doodad.Hidden && !balance.ShowHiddenDoodads {
continue
}
doodad.Filename = filename
items = append(items, doodad)
}
// Compute the number of pages for the pager widget.
pages = int(
math.Ceil(
float64(len(items)) / float64(columns*rows),
),
)
// Draw the doodad buttons in rows.
var btnRows = []*ui.Frame{}
{
var (
row *ui.Frame
rowCount int // for labeling the ui.Frame for each row
// TODO: pre-size btnRows by calculating how many needed
)
for i, doodad := range items {
doodad := doodad
if row == nil || i%columns == 0 {
var hidden = rowCount >= rows
rowCount++
row = ui.NewFrame(fmt.Sprintf("Doodad Row %d", rowCount))
row.SetBackground(balance.DoodadButtonBackground)
btnRows = append(btnRows, row)
frame.Pack(row, ui.Pack{
Side: ui.N,
// Fill: true,
})
// Hide overflowing rows until we scroll to them.
if hidden {
row.Hide()
}
}
can := uix.NewCanvas(int(buttonSize), true)
can.Name = doodad.Title
can.SetBackground(balance.DoodadButtonBackground)
can.LoadDoodad(doodad)
btn := ui.NewButton(doodad.Title, can)
btn.Resize(render.NewRect(
buttonSize-2, // TODO: without the -2 the button border
buttonSize-2, // rests on top of the window border
))
row.Pack(btn, ui.Pack{
Side: ui.W,
})
// Tooltip hover to show the doodad's name.
ui.NewTooltip(btn, ui.Tooltip{
Text: doodad.Title,
Edge: ui.Top,
})
// Begin the drag event to grab this Doodad.
// NOTE: The drag target is the EditorUI.Canvas in
// editor_ui.go#SetupCanvas()
btn.Handle(ui.MouseDown, func(ed ui.EventData) error {
log.Warn("MouseDown on doodad %s (%s)", doodad.Filename, doodad.Title)
config.OnStartDragActor(doodad, nil)
return nil
})
config.Supervisor.Add(btn)
// Resize the canvas to fill the button interior.
btnSize := btn.Size()
can.Resize(render.NewRect(
btnSize.W-btn.BoxThickness(2),
btnSize.H-btn.BoxThickness(2),
))
btn.Compute(config.Engine)
}
}
{
/******************
* Confirm/cancel buttons.
******************/
bottomFrame := ui.NewFrame("Button Frame")
frame.Pack(bottomFrame, ui.Pack{
Side: ui.S,
FillX: true,
})
// Pager for the doodads.
pager := ui.NewPager(ui.Pager{
Name: "Doodad Dropper Pager",
Page: page,
Pages: pages,
PerPage: perPage,
MaxPageButtons: maxPageButtons,
Font: balance.MenuFont,
OnChange: func(newPage, perPage int) {
page = newPage
log.Info("Page: %d, %d", page, perPage)
// Re-evaluate which rows are shown/hidden for the page we're on.
var (
minRow = (page - 1) * rows
visible = 0
)
for i, row := range btnRows {
if visible >= rows {
row.Hide()
continue
}
if i < minRow {
row.Hide()
} else {
row.Show()
visible++
}
}
},
})
pager.Compute(config.Engine)
pager.Supervise(config.Supervisor)
bottomFrame.Place(pager, ui.Place{
Top: 20,
Left: 20,
})
var buttons = []struct {
Label string
F func(ui.EventData) error
}{
// OK button is for editing an existing level.
{"Close", 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.Place(btn, ui.Place{
Top: 20,
Right: 20,
})
}
}
window.Hide()
return window
}