Noah Petherbridge
a7fd3aa1ca
Adds the first features to Edit Mode to support creation of Doodad files! The "New Doodad" button pops up a prompt for a Doodad size (default 100px) and configures the Canvas widget and makes a Doodad struct instead of a Level to manage. * Move the custom Canvas widget from `level.Canvas` to `uix.Canvas` (the uix package is for our custom UI widgets now) * Rename the `doodads.Doodad` interface (for runtime instances of Doodads) to `doodads.Actor` and make `doodads.Doodad` describe the file format and JSON schema instead. * Rename the `EditLevel()` method to `EditDrawing()` and it inspects the file extension to know whether to launch the Edit Mode for a Level or for a Doodad drawing. * Doodads can be edited by using the `-edit` CLI flag or using the in-game file open features (including `edit` command of dev console). * Add a `Scrollable` boolean to uix.Canvas to restrict the keyboard being able to scroll the level, for editing Doodads which have a fixed size.
344 lines
8.0 KiB
Go
344 lines
8.0 KiB
Go
package doodle
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import (
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"fmt"
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"strconv"
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"git.kirsle.net/apps/doodle/balance"
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"git.kirsle.net/apps/doodle/enum"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/render"
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"git.kirsle.net/apps/doodle/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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StatusMouseText string
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StatusPaletteText string
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StatusFilenameText string
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selectedSwatch string // name of selected swatch in palette
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// Widgets
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Supervisor *ui.Supervisor
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MenuBar *ui.Frame
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Palette *ui.Window
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StatusBar *ui.Frame
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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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}
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// Select the first swatch of the palette.
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if u.Scene.drawing.Palette.ActiveSwatch != nil {
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u.selectedSwatch = u.Scene.drawing.Palette.ActiveSwatch.Name
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}
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u.MenuBar = u.SetupMenuBar(d)
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u.StatusBar = u.SetupStatusBar(d)
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u.Palette = u.SetupPalette(d)
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return u
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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 *events.State) {
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u.Supervisor.Loop(ev)
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u.StatusMouseText = fmt.Sprintf("Mouse: (%d,%d)",
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ev.CursorX.Now,
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ev.CursorY.Now,
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)
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u.StatusPaletteText = fmt.Sprintf("Swatch: %s",
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u.Scene.drawing.Palette.ActiveSwatch,
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)
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// Statusbar filename label.
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filename := "untitled.map"
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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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filename,
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fileType,
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)
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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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}
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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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// 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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}
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// SetupMenuBar sets up the menu bar.
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func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.Frame {
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frame := ui.NewFrame("MenuBar")
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frame.Configure(ui.Config{
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Width: d.width,
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Background: render.Black,
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})
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type menuButton struct {
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Text string
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Click func(render.Point)
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}
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buttons := []menuButton{
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menuButton{
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Text: "New Level",
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Click: func(render.Point) {
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d.NewMap()
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},
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},
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menuButton{
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Text: "New Doodad",
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Click: func(render.Point) {
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d.Prompt("Doodad size [100]>", func(answer string) {
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size := balance.DoodadSize
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if answer != "" {
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i, err := strconv.Atoi(answer)
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if err != nil {
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d.Flash("Error: Doodad size must be a number.")
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return
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}
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size = i
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}
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d.NewDoodad(size)
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})
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},
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},
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menuButton{
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Text: "Save",
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Click: func(render.Point) {
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var saveFunc func(filename string)
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switch u.Scene.DrawingType {
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case enum.LevelDrawing:
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saveFunc = func(filename string) {
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if err := u.Scene.SaveLevel(filename); err != nil {
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d.Flash("Error: %s", err)
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} else {
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d.Flash("Saved level: %s", filename)
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}
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}
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case enum.DoodadDrawing:
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saveFunc = func(filename string) {
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if err := u.Scene.SaveDoodad(filename); err != nil {
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d.Flash("Error: %s", err)
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} else {
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d.Flash("Saved doodad: %s", filename)
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}
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}
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default:
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d.Flash("Error: Scene.DrawingType is not a valid type")
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}
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if u.Scene.filename != "" {
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saveFunc(u.Scene.filename)
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} else {
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d.Prompt("Save filename>", func(answer string) {
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if answer != "" {
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saveFunc(answer)
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}
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})
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}
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},
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},
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menuButton{
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Text: "Save as...",
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Click: func(render.Point) {
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d.Prompt("Save as filename>", func(answer string) {
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if answer != "" {
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u.Scene.SaveLevel("./maps/" + answer) // TODO: maps path
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d.Flash("Saved: %s", answer)
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}
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})
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},
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},
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menuButton{
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Text: "Load",
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Click: func(render.Point) {
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d.Prompt("Open filename>", func(answer string) {
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if answer != "" {
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u.d.EditDrawing("./maps/" + answer) // TODO: maps path
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}
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})
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},
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},
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}
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for _, btn := range buttons {
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w := ui.NewButton(btn.Text, ui.NewLabel(ui.Label{
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Text: btn.Text,
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Font: balance.MenuFont,
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}))
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w.Configure(ui.Config{
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BorderSize: 1,
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OutlineSize: 0,
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})
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w.Handle(ui.MouseUp, btn.Click)
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u.Supervisor.Add(w)
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frame.Pack(w, ui.Pack{
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Anchor: ui.W,
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PadX: 1,
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})
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}
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frame.Compute(d.Engine)
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return frame
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}
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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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log.Error("SetupPalette Window")
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window := ui.NewWindow("Palette")
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window.ConfigureTitle(balance.TitleConfig)
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window.TitleBar().Font = balance.TitleFont
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window.Configure(ui.Config{
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Width: 150,
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Height: u.d.height - u.StatusBar.Size().H,
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Background: balance.WindowBackground,
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BorderColor: balance.WindowBorder,
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})
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window.MoveTo(render.NewPoint(
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u.d.width-window.BoxSize().W,
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u.MenuBar.BoxSize().H,
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))
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// Handler function for the radio buttons being clicked.
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onClick := func(p render.Point) {
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name := u.selectedSwatch
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swatch, ok := u.Scene.drawing.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
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}
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log.Info("Set swatch: %s", swatch)
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u.Scene.drawing.SetSwatch(swatch)
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}
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// Draw the radio buttons for the palette.
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for _, swatch := range u.Scene.drawing.Palette.Swatches {
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label := ui.NewLabel(ui.Label{
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Text: swatch.Name,
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Font: balance.StatusFont,
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})
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label.Font.Color = swatch.Color.Darken(40)
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btn := ui.NewRadioButton("palette", &u.selectedSwatch, swatch.Name, label)
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btn.Handle(ui.Click, onClick)
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u.Supervisor.Add(btn)
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window.Pack(btn, ui.Pack{
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Anchor: 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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return window
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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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Width: d.width,
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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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cursorLabel := ui.NewLabel(ui.Label{
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TextVariable: &u.StatusMouseText,
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Font: balance.StatusFont,
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})
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cursorLabel.Configure(style)
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cursorLabel.Compute(d.Engine)
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frame.Pack(cursorLabel, ui.Pack{
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Anchor: ui.W,
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PadX: 1,
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})
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paletteLabel := ui.NewLabel(ui.Label{
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TextVariable: &u.StatusPaletteText,
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Font: balance.StatusFont,
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})
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paletteLabel.Configure(style)
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paletteLabel.Compute(d.Engine)
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frame.Pack(paletteLabel, ui.Pack{
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Anchor: ui.W,
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PadX: 1,
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})
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filenameLabel := ui.NewLabel(ui.Label{
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TextVariable: &u.StatusFilenameText,
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Font: balance.StatusFont,
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})
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filenameLabel.Configure(style)
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filenameLabel.Compute(d.Engine)
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frame.Pack(filenameLabel, ui.Pack{
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Anchor: ui.W,
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PadX: 1,
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})
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// TODO: right-aligned labels clip out of bounds
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// extraLabel := ui.NewLabel(ui.Label{
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// Text: "blah",
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// Font: balance.StatusFont,
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// })
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// extraLabel.Configure(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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// extraLabel.Compute(d.Engine)
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// frame.Pack(extraLabel, ui.Pack{
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// Anchor: ui.E,
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// })
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frame.Resize(render.Rect{
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W: d.width,
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H: cursorLabel.BoxSize().H + frame.BoxThickness(1),
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})
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frame.Compute(d.Engine)
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frame.MoveTo(render.Point{
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X: 0,
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Y: d.height - frame.Size().H,
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})
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return frame
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}
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