Noah Petherbridge
0044b72943
Add the ability to drag and drop Doodads onto the level. The Doodad buttons on the palette now trigger a Drag/Drop behavior when clicked, and a "blueprint colored" version of the Doodad follows your cursor, centered on it. Actors are assigned a random UUID ID when they are placed into a level. The Canvas gained a MaskColor property that forces all pixels in the drawing to render as the same color. This is a visual-only effect, and is used when dragging Doodads in so they render as "blueprints" instead of their actual colors until they are dropped. Fix the chunk bitmap cache system so it saves in the $XDG_CACHE_FOLDER instead of /tmp and has better names. They go into `~/.config/doodle/chunks/` and have UUID file names -- but they disappear quickly! As soon as they are cached into SDL2 they are removed from disk. Other changes: - UI: Add Hovering() method that returns the widgets that are beneath a point (your cursor) and those that are not, for easy querying for event propagation. - UI: Add ability to return an ErrStopPropagation to tell the master Scene (outside the UI) not to continue sending events to other parts of the code, so that you don't draw pixels during a drag event.
224 lines
4.9 KiB
Go
224 lines
4.9 KiB
Go
package ui
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import (
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"errors"
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"sync"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/render"
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)
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// Event is a named event that the supervisor will send.
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type Event int
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// Events.
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const (
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NullEvent Event = iota
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MouseOver
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MouseOut
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MouseDown
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MouseUp
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Click
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KeyDown
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KeyUp
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KeyPress
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Drop
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)
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// Supervisor keeps track of widgets of interest to notify them about
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// interaction events such as mouse hovers and clicks in their general
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// vicinity.
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type Supervisor struct {
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lock sync.RWMutex
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serial int // ID number of each widget added in order
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widgets map[int]WidgetSlot // map of widget ID to WidgetSlot
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hovering map[int]interface{} // map of widgets under the cursor
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clicked map[int]interface{} // map of widgets being clicked
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dd *DragDrop
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}
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// WidgetSlot holds a widget with a unique ID number in a sorted list.
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type WidgetSlot struct {
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id int
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widget Widget
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}
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// NewSupervisor creates a supervisor.
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func NewSupervisor() *Supervisor {
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return &Supervisor{
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widgets: map[int]WidgetSlot{},
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hovering: map[int]interface{}{},
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clicked: map[int]interface{}{},
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dd: NewDragDrop(),
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}
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}
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// DragStart sets the drag state.
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func (s *Supervisor) DragStart() {
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s.dd.Start()
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}
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// DragStop stops the drag state.
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func (s *Supervisor) DragStop() {
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s.dd.Stop()
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}
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// IsDragging returns whether the drag state is enabled.
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func (s *Supervisor) IsDragging() bool {
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return s.dd.IsDragging()
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}
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// Error messages that may be returned by Supervisor.Loop()
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var (
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// The caller should STOP forwarding any mouse or keyboard events to any
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// other handles for the remainder of this tick.
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ErrStopPropagation = errors.New("stop all event propagation")
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)
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// Loop to check events and pass them to managed widgets.
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//
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// Useful errors returned by this may be:
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// - ErrStopPropagation
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func (s *Supervisor) Loop(ev *events.State) error {
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var (
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XY = render.Point{
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X: ev.CursorX.Now,
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Y: ev.CursorY.Now,
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}
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)
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// See if we are hovering over any widgets.
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hovering, outside := s.Hovering(XY)
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// If we are dragging something around, do not trigger any mouse events
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// to other widgets but DO notify any widget we dropped on top of!
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if s.dd.IsDragging() {
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if !ev.Button1.Now && !ev.Button2.Now {
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// The mouse has been released. TODO: make mouse button important?
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log.Info("Supervisor: STOP DRAGGING")
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for _, child := range hovering {
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child.widget.Event(Drop, XY)
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}
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s.DragStop()
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}
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return ErrStopPropagation
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}
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for _, child := range hovering {
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var (
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id = child.id
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w = child.widget
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)
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if w.Hidden() {
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// TODO: somehow the Supervisor wasn't triggering hidden widgets
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// anyway, but I don't know why. Adding this check for safety.
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continue
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}
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// Cursor has intersected the widget.
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if _, ok := s.hovering[id]; !ok {
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w.Event(MouseOver, XY)
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s.hovering[id] = nil
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}
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_, isClicked := s.clicked[id]
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if ev.Button1.Now {
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if !isClicked {
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w.Event(MouseDown, XY)
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s.clicked[id] = nil
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}
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} else if isClicked {
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w.Event(MouseUp, XY)
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w.Event(Click, XY)
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delete(s.clicked, id)
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}
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}
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for _, child := range outside {
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var (
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id = child.id
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w = child.widget
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)
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// Cursor is not intersecting the widget.
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if _, ok := s.hovering[id]; ok {
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w.Event(MouseOut, XY)
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delete(s.hovering, id)
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}
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if _, ok := s.clicked[id]; ok {
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w.Event(MouseUp, XY)
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delete(s.clicked, id)
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}
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}
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return nil
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}
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// Hovering returns all of the widgets managed by Supervisor that are under
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// the mouse cursor. Returns the set of widgets below the cursor and the set
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// of widgets not below the cursor.
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func (s *Supervisor) Hovering(cursor render.Point) (hovering, outside []WidgetSlot) {
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var XY = cursor // for shorthand
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hovering = []WidgetSlot{}
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outside = []WidgetSlot{}
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// Check all the widgets under our care.
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for child := range s.Widgets() {
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var (
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w = child.widget
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P = w.Point()
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S = w.Size()
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P2 = render.Point{
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X: P.X + S.W,
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Y: P.Y + S.H,
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}
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)
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if XY.X >= P.X && XY.X <= P2.X && XY.Y >= P.Y && XY.Y <= P2.Y {
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// Cursor intersects the widget.
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hovering = append(hovering, child)
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} else {
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outside = append(outside, child)
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}
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}
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return hovering, outside
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}
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// Widgets returns a channel of widgets managed by the supervisor in the order
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// they were added.
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func (s *Supervisor) Widgets() <-chan WidgetSlot {
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pipe := make(chan WidgetSlot)
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go func() {
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for i := 0; i < s.serial; i++ {
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if w, ok := s.widgets[i]; ok {
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pipe <- w
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}
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}
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close(pipe)
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}()
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return pipe
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}
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// Present all widgets managed by the supervisor.
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func (s *Supervisor) Present(e render.Engine) {
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s.lock.RLock()
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defer s.lock.RUnlock()
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for child := range s.Widgets() {
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var w = child.widget
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w.Present(e, w.Point())
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}
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}
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// Add a widget to be supervised.
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func (s *Supervisor) Add(w Widget) {
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s.lock.Lock()
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s.widgets[s.serial] = WidgetSlot{
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id: s.serial,
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widget: w,
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}
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s.serial++
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s.lock.Unlock()
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}
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