doodle/pkg/modal/confirm.go
Noah Petherbridge d9bca2152a WIP Publish Dialog + UI Improvements
* File->Publish Level in the Level Editor opens the Publish window,
  where you can embed custom doodads into your level and export a
  portable .level file you can share with others.
* Currently does not actually export a level file yet.
* The dialog lists all unique doodad names in use in your level, and
  designates which are built-ins and which are custom (paginated).
* A checkbox would let the user embed built-in doodads into their level,
  as well, locking it in to those versions and not using updated
  versions from future game releases.

UI Improvements:
* Added styling for a "Primary" UI button, rendered in deep blue.
* Pop-up modals (Alert, Confirm) color their Ok button as Primary.
* The Enter key pressed during an Alert or Confirm modal will invoke its
  default button and close the modal, corresponding to its Primary
  button.
* The developer console is now opened with the tilde/grave key ` instead
  of the Enter key, so that the Enter key is free to click through
  modals.
* In the "Open/Edit Drawing" window, a "Browse..." button is added to
  the level and doodad sections, spawning a native File Open dialog to
  pick a .level or .doodad outside the config root.
2021-06-10 22:36:22 -07:00

97 lines
1.7 KiB
Go

package modal
import (
"fmt"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/go/ui"
)
// Confirm pops up an Ok/Cancel modal.
func Confirm(message string, args ...interface{}) *Modal {
if !ready {
panic("modal.Confirm(): not ready")
} else if current != nil {
return current
}
// Reset the supervisor.
supervisor = ui.NewSupervisor()
m := &Modal{
title: "Confirm",
message: fmt.Sprintf(message, args...),
}
m.window = makeConfirm(m)
center(m.window)
current = m
return m
}
// makeConfirm creates the ui.Window for the Confirm modal.
func makeConfirm(m *Modal) *ui.Window {
win := ui.NewWindow("Confirm")
_, title := win.TitleBar()
title.TextVariable = &m.title
msgFrame := ui.NewFrame("Confirm Message")
win.Pack(msgFrame, ui.Pack{
Side: ui.N,
})
msg := ui.NewLabel(ui.Label{
TextVariable: &m.message,
Font: balance.UIFont,
})
msgFrame.Pack(msg, ui.Pack{
Side: ui.N,
})
// Ok/Cancel button bar.
btnBar := ui.NewFrame("Button Bar")
msgFrame.Pack(btnBar, ui.Pack{
Side: ui.N,
PadY: 4,
})
for _, btn := range []struct {
Label string
F func(ui.EventData) error
}{
{"Ok", func(ev ui.EventData) error {
m.Dismiss(true)
return nil
}},
{"Cancel", func(ev ui.EventData) error {
m.Dismiss(false)
return nil
}},
} {
btn := btn
button := ui.NewButton(btn.Label+"Button", ui.NewLabel(ui.Label{
Text: btn.Label,
Font: balance.MenuFont,
}))
button.Handle(ui.Click, btn.F)
button.Compute(engine)
supervisor.Add(button)
// OK Button is primary.
if btn.Label == "Ok" {
button.SetStyle(&balance.ButtonPrimary)
}
btnBar.Pack(button, ui.Pack{
Side: ui.W,
PadX: 2,
})
}
win.Compute(engine)
win.Supervise(supervisor)
return win
}