Noah Petherbridge
ba97c81b55
* pkg/loadscreen implements a global Loading Screen for loading heavy levels for playing or editing. * All chunks in a level are pre-rendered to bitmap before gameplay begins, which reduces stutter as chunks were being lazily rendered on first appearance before. * The loading screen can be played with in the developer console: $ loadscreen.Show() $ loadscreen.Hide() Along with ShowWithProgress(), SetProgress(float64) and IsActive() * Chunker: separate the concerns between Bitmaps an (SDL2) Textures. * Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image) and caches it, only re-rendering if marked as dirty. * Chunker.Texture() will use the pre-cached bitmap if available to immediately produce the SDL2 texture. Other miscellaneous changes: * Added to the Colored Pencil palette: Sandstone * Added "perlin noise" brush pattern
539 lines
14 KiB
Go
539 lines
14 KiB
Go
package doodle
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import (
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"fmt"
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"path/filepath"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/drawtool"
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"git.kirsle.net/apps/doodle/pkg/enum"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/license"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/apps/doodle/pkg/uix"
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"git.kirsle.net/apps/doodle/pkg/usercfg"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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"git.kirsle.net/go/ui"
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)
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// EditorUI manages the user interface for the Editor Scene.
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type EditorUI struct {
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d *Doodle
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Scene *EditorScene
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// Variables
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StatusBoxes []*string
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StatusMouseText string
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StatusPaletteText string
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StatusFilenameText string
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StatusScrollText string
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selectedSwatch string // name of selected swatch in palette
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cursor render.Point // remember the cursor position in Loop
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// Widgets
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screen *ui.Frame // full-window parent frame for layout
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Supervisor *ui.Supervisor
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Canvas *uix.Canvas
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Workspace *ui.Frame
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MenuBar *ui.MenuBar
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StatusBar *ui.Frame
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ToolBar *ui.Frame
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PlayButton *ui.Button
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// Popup windows.
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levelSettingsWindow *ui.Window
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aboutWindow *ui.Window
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doodadWindow *ui.Window
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paletteEditor *ui.Window
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layersWindow *ui.Window
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publishWindow *ui.Window
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filesystemWindow *ui.Window
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licenseWindow *ui.Window
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settingsWindow *ui.Window // lazy loaded
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// Palette window.
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Palette *ui.Window
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PaletteTab *ui.Frame
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DoodadTab *ui.Frame
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// ToolBar window.
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activeTool string
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// Draggable Doodad canvas.
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DraggableActor *DraggableActor
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}
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// NewEditorUI initializes the Editor UI.
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func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI {
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u := &EditorUI{
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d: d,
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Scene: s,
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Supervisor: ui.NewSupervisor(),
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StatusMouseText: "Cursor: (waiting)",
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StatusPaletteText: "Swatch: <none>",
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StatusFilenameText: "Filename: <none>",
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StatusScrollText: "Hello world",
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}
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// The screen is a full-window-sized frame for laying out the UI.
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u.screen = ui.NewFrame("screen")
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u.screen.Resize(render.NewRect(d.width, d.height))
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u.screen.Compute(d.Engine)
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// Default tool in the toolbox.
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u.activeTool = drawtool.PencilTool.String()
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// Bind the StatusBoxes arrays to the text variables.
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u.StatusBoxes = []*string{
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&u.StatusMouseText,
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&u.StatusPaletteText,
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&u.StatusFilenameText,
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&u.StatusScrollText,
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}
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u.Canvas = u.SetupCanvas(d)
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u.MenuBar = u.SetupMenuBar(d)
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u.StatusBar = u.SetupStatusBar(d)
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u.ToolBar = u.SetupToolbar(d)
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u.Workspace = u.SetupWorkspace(d) // important that this is last!
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// Preload pop-up windows before they're needed.
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u.SetupPopups(d)
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u.screen.Pack(u.MenuBar, ui.Pack{
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Side: ui.N,
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FillX: true,
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})
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// Play Button, for levels only.
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if s.DrawingType == enum.LevelDrawing {
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u.PlayButton = ui.NewButton("Play", ui.NewLabel(ui.Label{
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Text: "Play (P)",
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Font: balance.PlayButtonFont,
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}))
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u.PlayButton.Handle(ui.Click, func(ed ui.EventData) error {
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u.Scene.Playtest()
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return nil
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})
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u.Supervisor.Add(u.PlayButton)
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}
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// Position the Canvas inside the frame.
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u.Workspace.Pack(u.Canvas, ui.Pack{
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Side: ui.N,
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})
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u.Workspace.Compute(d.Engine)
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u.ExpandCanvas(d.Engine)
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// Select the first swatch of the palette.
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if u.Canvas.Palette != nil && u.Canvas.Palette.ActiveSwatch != nil {
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u.selectedSwatch = u.Canvas.Palette.ActiveSwatch.Name
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}
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return u
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}
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// FinishSetup runs the Setup tasks that must be postponed til the end, such
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// as rendering the Palette window so that it can accurately show the palette
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// loaded from a level.
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func (u *EditorUI) FinishSetup(d *Doodle) {
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u.Palette = u.SetupPalette(d)
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u.Resized(d)
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}
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// Resized handles the window being resized so we can recompute the widgets.
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func (u *EditorUI) Resized(d *Doodle) {
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// Resize the screen frame to fill the window.
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u.screen.Resize(render.NewRect(d.width, d.height))
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u.screen.Compute(d.Engine)
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menuHeight := 20 // TODO: ideally the MenuBar should know its own height and we can ask
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// Status Bar.
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{
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u.StatusBar.Configure(ui.Config{
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Width: d.width,
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})
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u.StatusBar.MoveTo(render.Point{
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X: 0,
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Y: d.height - u.StatusBar.Size().H,
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})
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u.StatusBar.Compute(d.Engine)
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}
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// Palette panel.
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{
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if usercfg.Current.HorizontalToolbars {
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u.Palette.Configure(ui.Config{
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Width: u.d.width,
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Height: paletteWidth,
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})
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u.Palette.MoveTo(render.NewPoint(
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0,
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u.d.height-u.Palette.BoxSize().H-u.StatusBar.Size().H,
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))
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} else {
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u.Palette.Configure(ui.Config{
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Width: paletteWidth,
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Height: u.d.height - u.StatusBar.Size().H,
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})
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u.Palette.MoveTo(render.NewPoint(
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u.d.width-u.Palette.BoxSize().W,
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menuHeight,
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))
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}
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u.Palette.Compute(d.Engine)
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}
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var (
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innerHeight = u.d.height - menuHeight - u.StatusBar.Size().H
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innerWidth = u.d.width
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)
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// Tool Bar.
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{
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tbSize := ui.Config{
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Width: toolbarWidth,
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Height: innerHeight,
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}
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if usercfg.Current.HorizontalToolbars {
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tbSize.Width = innerWidth
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tbSize.Height = toolbarWidth
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}
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u.ToolBar.Configure(tbSize)
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u.ToolBar.MoveTo(render.NewPoint(
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0,
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menuHeight,
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))
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u.ToolBar.Compute(d.Engine)
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}
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// Position the workspace around with the other widgets.
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{
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frame := u.Workspace
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if usercfg.Current.HorizontalToolbars {
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frame.MoveTo(render.NewPoint(
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0,
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menuHeight+u.ToolBar.Size().H,
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))
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frame.Resize(render.NewRect(
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d.width,
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d.height-menuHeight-u.StatusBar.Size().H-u.ToolBar.Size().H-u.Palette.Size().H,
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))
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} else {
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frame.MoveTo(render.NewPoint(
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u.ToolBar.Size().W,
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menuHeight,
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))
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frame.Resize(render.NewRect(
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d.width-u.Palette.Size().W-u.ToolBar.Size().W,
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d.height-menuHeight-u.StatusBar.Size().H,
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))
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}
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frame.Compute(d.Engine)
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u.ExpandCanvas(d.Engine)
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}
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// Position the Play button over the workspace.
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if u.PlayButton != nil {
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btn := u.PlayButton
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btn.Compute(d.Engine)
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var (
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wsP = u.Workspace.Point()
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wsSize = u.Workspace.Size()
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btnSize = btn.Size()
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padding = 8
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)
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btn.MoveTo(render.NewPoint(
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wsP.X+wsSize.W-btnSize.W-padding,
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wsP.Y+wsSize.H-btnSize.H-padding,
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))
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}
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}
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// Loop to process events and update the UI.
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func (u *EditorUI) Loop(ev *event.State) error {
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u.cursor = render.NewPoint(ev.CursorX, ev.CursorY)
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// Loop the UI and see whether we're told to stop event propagation.
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var stopPropagation bool
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if err := u.Supervisor.Loop(ev); err != nil {
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if err == ui.ErrStopPropagation {
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stopPropagation = true
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} else {
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return err
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}
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}
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// Update status bar labels.
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{
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u.StatusMouseText = fmt.Sprintf("Rel:(%d,%d) Abs:(%s)",
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ev.CursorX,
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ev.CursorY,
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*u.Scene.debWorldIndex,
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)
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u.StatusPaletteText = fmt.Sprintf("%s Tool",
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u.Canvas.Tool,
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)
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u.StatusScrollText = fmt.Sprintf("Scroll: %s Viewport: %s",
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u.Canvas.Scroll,
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u.Canvas.Viewport(),
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)
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// Statusbar filename label.
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filename := "untitled.level"
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fileType := "Level"
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if u.Scene.filename != "" {
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filename = u.Scene.filename
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}
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if u.Scene.DrawingType == enum.DoodadDrawing {
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fileType = "Doodad"
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}
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u.StatusFilenameText = fmt.Sprintf("Filename: %s (%s)",
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filepath.Base(filename),
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fileType,
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)
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}
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// Recompute widgets.
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// Explanation: if I don't, the UI packing algorithm somehow causes widgets
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// to creep away every frame and fly right off the screen. For example the
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// ToolBar's buttons would start packed at the top of the bar but then just
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// move themselves every frame downward and away.
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u.MenuBar.Compute(u.d.Engine)
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u.StatusBar.Compute(u.d.Engine)
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u.Palette.Compute(u.d.Engine)
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u.ToolBar.Compute(u.d.Engine)
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// Only forward events to the Canvas if the UI hasn't stopped them.
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// Also ignore events if a managed ui.Window is overlapping the canvas.
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// Also ignore if an active modal (popup menu) is on screen.
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if !(stopPropagation || u.Supervisor.IsPointInWindow(u.cursor) || u.Supervisor.GetModal() != nil) {
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u.Canvas.Loop(ev)
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}
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return nil
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}
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// Present the UI to the screen.
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func (u *EditorUI) Present(e render.Engine) {
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// Draw the workspace canvas first. Rationale: we want it to have the lowest
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// Z-index so Tooltips can pop on top of the workspace.
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u.Workspace.Present(e, u.Workspace.Point())
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// TODO: if I don't Compute() the palette window, then, whenever the dev console
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// is open the window will blank out its contents leaving only the outermost Frame.
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// The title bar and borders are gone. But other UI widgets don't do this.
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// FIXME: Scene interface should have a separate ComputeUI() from Loop()?
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u.Palette.Compute(u.d.Engine)
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u.Palette.Present(e, u.Palette.Point())
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u.MenuBar.Present(e, u.MenuBar.Point())
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u.StatusBar.Present(e, u.StatusBar.Point())
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u.ToolBar.Present(e, u.ToolBar.Point())
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if u.PlayButton != nil {
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u.PlayButton.Present(e, u.PlayButton.Point())
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}
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u.screen.Present(e, render.Origin)
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// Draw any windows being managed by Supervisor.
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u.Supervisor.Present(e)
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// Are we dragging a Doodad canvas?
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if u.Supervisor.IsDragging() {
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if actor := u.DraggableActor; actor != nil {
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var size = actor.canvas.Size()
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actor.canvas.Present(u.d.Engine, render.NewPoint(
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u.cursor.X-(size.W/2),
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u.cursor.Y-(size.H/2),
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))
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}
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}
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}
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// SetupWorkspace configures the main Workspace frame that takes up the full
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// window apart from toolbars. The Workspace has a single child element, the
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// Canvas, so it can easily full-screen it or center it for Doodad editing.
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func (u *EditorUI) SetupWorkspace(d *Doodle) *ui.Frame {
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frame := ui.NewFrame("Workspace")
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return frame
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}
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// SetupCanvas configures the main drawing canvas in the editor.
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func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas {
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drawing := uix.NewCanvas(balance.ChunkSize, true)
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drawing.Name = "edit-canvas"
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drawing.Palette = level.DefaultPalette()
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drawing.SetBackground(render.White)
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if len(drawing.Palette.Swatches) > 0 {
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drawing.SetSwatch(drawing.Palette.Swatches[0])
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}
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// Handle the Canvas deleting our actors in edit mode.
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drawing.OnDeleteActors = func(actors []*level.Actor) {
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if u.Scene.Level != nil {
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for _, actor := range actors {
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u.Scene.Level.Actors.Remove(actor)
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}
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drawing.InstallActors(u.Scene.Level.Actors)
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}
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}
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// A drag event initiated inside the Canvas. This happens in the ActorTool
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// mode when you click an existing Doodad and it "pops" out of the canvas
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// and onto the cursor to be repositioned.
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drawing.OnDragStart = func(actor *level.Actor) {
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log.Warn("drawing.OnDragStart: grab actor %s", actor)
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u.startDragActor(nil, actor)
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}
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// A link event to connect two actors together.
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drawing.OnLinkActors = func(a, b *uix.Actor) {
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// The actors are a uix.Actor which houses a level.Actor which we
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// want to update to map each other's IDs.
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idA, idB := a.Actor.ID(), b.Actor.ID()
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a.Actor.AddLink(idB)
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b.Actor.AddLink(idA)
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// Reset the Link tool.
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d.Flash("Linked '%s' and '%s' together", a.Doodad().Title, b.Doodad().Title)
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}
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// Set up the drop handler for draggable doodads.
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// NOTE: The drag event begins at editor_ui_doodad.go when configuring the
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// Doodad Palette buttons.
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drawing.Handle(ui.Drop, func(ed ui.EventData) error {
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log.Info("Drawing canvas has received a drop!")
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var P = ui.AbsolutePosition(drawing)
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// Was it an actor from the Doodad Palette?
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if actor := u.DraggableActor; actor != nil {
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log.Info("Actor is a %s", actor.doodad.Filename)
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// The actor has been dropped so null it out.
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defer func() {
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u.DraggableActor = nil
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}()
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if u.Scene.Level == nil {
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u.d.Flash("Can't drop doodads onto doodad drawings!")
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return nil
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}
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// If they dropped it onto a UI window, ignore it.
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if u.Supervisor.IsPointInWindow(ed.Point) {
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return nil
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}
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var (
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// Uncenter the drawing from the cursor.
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size = actor.canvas.Size()
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position = render.Point{
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X: (u.cursor.X - drawing.Scroll.X - (size.W / 2)) - P.X,
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Y: (u.cursor.Y - drawing.Scroll.Y - (size.H / 2)) - P.Y,
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}
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)
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// Was it an already existing actor to re-add to the map?
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if actor.actor != nil {
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actor.actor.Point = position
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u.Scene.Level.Actors.Add(actor.actor)
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} else {
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u.Scene.Level.Actors.Add(&level.Actor{
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Point: position,
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Filename: actor.doodad.Filename,
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})
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}
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err := drawing.InstallActors(u.Scene.Level.Actors)
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if err != nil {
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log.Error("Error installing actor onDrop to canvas: %s", err)
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}
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}
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return nil
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})
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u.Supervisor.Add(drawing)
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return drawing
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}
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// ExpandCanvas manually expands the Canvas to fill the frame, to work around
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// UI packing bugs. Ideally I would use `Expand: true` when packing the Canvas
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// in its frame, but that would artificially expand the Canvas also when it
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// _wanted_ to be smaller, as in Doodad Editing Mode.
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func (u *EditorUI) ExpandCanvas(e render.Engine) {
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if u.Scene.DrawingType == enum.LevelDrawing {
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u.Canvas.Resize(u.Workspace.Size())
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} else {
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// Size is managed externally.
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}
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u.Workspace.Compute(e)
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}
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// SetupStatusBar sets up the status bar widget along the bottom of the window.
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func (u *EditorUI) SetupStatusBar(d *Doodle) *ui.Frame {
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frame := ui.NewFrame("Status Bar")
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frame.Configure(ui.Config{
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BorderStyle: ui.BorderRaised,
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Background: render.Grey,
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BorderSize: 2,
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})
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style := ui.Config{
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Background: render.Grey,
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BorderStyle: ui.BorderSunken,
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BorderColor: render.Grey,
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BorderSize: 1,
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}
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var labelHeight int
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for _, variable := range u.StatusBoxes {
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label := ui.NewLabel(ui.Label{
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TextVariable: variable,
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Font: balance.StatusFont,
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})
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label.Configure(style)
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label.Compute(d.Engine)
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frame.Pack(label, ui.Pack{
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Side: ui.W,
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PadX: 1,
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})
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|
|
if labelHeight == 0 {
|
|
labelHeight = label.BoxSize().H
|
|
}
|
|
}
|
|
|
|
var shareware string
|
|
if !license.IsRegistered() {
|
|
shareware = " (shareware)"
|
|
}
|
|
extraLabel := ui.NewLabel(ui.Label{
|
|
Text: fmt.Sprintf("%s v%s%s", branding.AppName, branding.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{
|
|
Side: 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: d.width,
|
|
H: labelHeight + frame.BoxThickness(1),
|
|
})
|
|
frame.Compute(d.Engine)
|
|
|
|
return frame
|
|
}
|