Noah Petherbridge
47cca8c7c6
* Start the program window maximized with the `-w maximized` CLI option. * Move the Doodad Palette off the right-side dock of the Editor Scene and into its own pop-up window: the DoodadDropper. * Shrink the width of the Color Palette panel and show only the colors in the buttons. The name of the swatch is available in the mouse-over tooltip. * Added an "Edit" button to the Color Palette. It opens a Palette Editor window where you can rename, change colors and attributes of existing colors OR insert new colors into your palette. (Deleting colors not yet supported). * level.Chunker gets a Redraw method: invalidates all cached textures of all chunks forcing the level to redraw itself, possibly with an updated palette.
110 lines
2.6 KiB
Go
110 lines
2.6 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/ui"
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)
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// Width of the panel frame.
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var paletteWidth = 50
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// SetupPalette sets up the palette panel.
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func (u *EditorUI) SetupPalette(d *Doodle) *ui.Window {
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window := ui.NewWindow("Palette")
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window.ConfigureTitle(balance.TitleConfig)
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_, label := window.TitleBar()
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label.Font = balance.TitleFont
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window.Configure(ui.Config{
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Background: balance.WindowBackground,
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BorderColor: balance.WindowBorder,
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})
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// Color Palette Frame.
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u.PaletteTab = u.setupPaletteFrame(window)
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window.Pack(u.PaletteTab, ui.Pack{
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Side: ui.N,
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Fill: true,
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})
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return window
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}
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// setupPaletteFrame configures the Color Palette tab for Edit Mode.
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// This is a subroutine of editor_ui.go#SetupPalette()
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func (u *EditorUI) setupPaletteFrame(window *ui.Window) *ui.Frame {
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frame := ui.NewFrame("Palette Tab")
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frame.SetBackground(balance.WindowBackground)
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// Handler function for the radio buttons being clicked.
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onClick := func(ed ui.EventData) error {
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name := u.selectedSwatch
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swatch, ok := u.Canvas.Palette.Get(name)
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if !ok {
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log.Error("Palette onClick: couldn't get swatch named '%s' from palette", name)
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return nil
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}
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log.Info("Set swatch: %s", swatch)
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u.Canvas.SetSwatch(swatch)
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return nil
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}
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var buttonSize = 32
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// Draw the radio buttons for the palette.
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if u.Canvas != nil && u.Canvas.Palette != nil {
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for _, swatch := range u.Canvas.Palette.Swatches {
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swFrame := ui.NewFrame(fmt.Sprintf("Swatch(%s) Button Frame", swatch.Name))
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swFrame.Configure(ui.Config{
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Width: buttonSize,
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Height: buttonSize,
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Background: swatch.Color,
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})
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btn := ui.NewRadioButton("palette", &u.selectedSwatch, swatch.Name, swFrame)
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btn.Handle(ui.Click, onClick)
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u.Supervisor.Add(btn)
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// Add a tooltip showing the swatch attributes.
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ui.NewTooltip(btn, ui.Tooltip{
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Text: fmt.Sprintf("Name: %s\nAttributes: %s", swatch.Name, swatch.Attributes()),
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Edge: ui.Left,
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})
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btn.Compute(u.d.Engine)
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frame.Pack(btn, ui.Pack{
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Side: ui.N,
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Fill: true,
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PadY: 4,
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})
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}
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}
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// Draw the Edit Palette button.
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btn := ui.NewButton("Edit Palette", ui.NewLabel(ui.Label{
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Text: "Edit",
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Font: balance.MenuFont,
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}))
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btn.Handle(ui.Click, func(ed ui.EventData) error {
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// TODO: recompute the window so the actual loaded level palette gets in
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u.paletteEditor.Hide()
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u.paletteEditor = nil
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u.SetupPopups(u.d)
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u.paletteEditor.Show()
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return nil
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})
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u.Supervisor.Add(btn)
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btn.Compute(u.d.Engine)
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frame.Pack(btn, ui.Pack{
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Side: ui.N,
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Fill: true,
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PadY: 4,
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})
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return frame
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}
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