doodle/ui/frame.go
Noah Petherbridge 5956863996 Menu Toolbar for Editor + Shell Prompts + Theme
* Added a "menu toolbar" to the top of the Edit Mode with useful buttons
  that work: New Level, New Doodad (same thing), Save, Save as, Open.
* Added ability for the dev console to prompt the user for a question,
  which opens the console automatically. "Save", "Save as" and "Load"
  ask for their filenames this way.
* Started groundwork for theming the app. The palette window is a light
  brown with an orange title bar, the Menu Toolbar has a black
  background, etc.
* Added support for multiple fonts instead of just monospace. DejaVu
  Sans (normal and bold) are used now for most labels and window titles,
  respectively. The dev console uses DejaVu Sans Mono as before.
* Update ui.Label to accept PadX and PadY separately instead of only
  having the Padding option which did both.
* Improvements to Frame packing algorithm.
* Set the SDL draw mode to BLEND so we can use alpha colors properly,
  so now the dev console is semi-translucent.
2018-08-11 17:30:00 -07:00

76 lines
1.4 KiB
Go

package ui
import (
"fmt"
"git.kirsle.net/apps/doodle/render"
)
// Frame is a widget that contains other widgets.
type Frame struct {
Name string
BaseWidget
packs map[Anchor][]packedWidget
widgets []Widget
}
// NewFrame creates a new Frame.
func NewFrame(name string) *Frame {
w := &Frame{
Name: name,
packs: map[Anchor][]packedWidget{},
widgets: []Widget{},
}
w.IDFunc(func() string {
return fmt.Sprintf("Frame<%s>",
name,
)
})
return w
}
// Setup ensures all the Frame's data is initialized and not null.
func (w *Frame) Setup() {
if w.packs == nil {
w.packs = map[Anchor][]packedWidget{}
}
if w.widgets == nil {
w.widgets = []Widget{}
}
}
// Compute the size of the Frame.
func (w *Frame) Compute(e render.Engine) {
w.computePacked(e)
}
// Present the Frame.
func (w *Frame) Present(e render.Engine, P render.Point) {
var (
S = w.Size()
)
// Draw the widget's border and everything.
w.DrawBox(e, P)
// Draw the background color.
e.DrawBox(w.Background(), render.Rect{
X: P.X + w.BoxThickness(1),
Y: P.Y + w.BoxThickness(1),
W: S.W - w.BoxThickness(2),
H: S.H - w.BoxThickness(2),
})
// Draw the widgets.
for _, child := range w.widgets {
// child.Compute(e)
p := child.Point()
moveTo := render.NewPoint(
P.X+p.X+w.BoxThickness(1),
P.Y+p.Y+w.BoxThickness(1),
)
child.MoveTo(moveTo)
child.Present(e, moveTo)
}
}