doodle/pkg/modal/modal.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

121 lines
2.7 KiB
Go

// Package modal provides UI pop-up modals for Doodle.
package modal
import (
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/keybind"
"git.kirsle.net/go/render"
"git.kirsle.net/go/render/event"
"git.kirsle.net/go/ui"
)
// Package global variables.
var (
ready bool // Has been initialized with a render.Engine
current *Modal // Current modal object, nil if no modal active.
engine render.Engine
window render.Rect // cached window dimensions
supervisor *ui.Supervisor
screen *ui.Frame
)
// Initialize the modal package.
func Initialize(e render.Engine) {
engine = e
supervisor = ui.NewSupervisor()
width, height := engine.WindowSize()
window = render.NewRect(width, height)
screen = ui.NewFrame("Modal Screen")
screen.SetBackground(balance.ModalBackdrop)
screen.Resize(window)
screen.Compute(e)
ready = true
}
// Reset the modal state (closing all modals).
func Reset() {
supervisor = nil
current = nil
}
// Handled runs the modal manager's logic. Returns true if a modal
// is presently active, to signal to Doodle not to run game logic.
func Handled(ev *event.State) bool {
if !ready || current == nil {
return false
}
// Enter key submits the default button.
if keybind.Enter(ev) {
current.Dismiss(true)
return true
}
supervisor.Loop(ev)
// Has the window changed size?
size := render.NewRect(engine.WindowSize())
if size != window {
window = size
screen.Resize(window)
}
return true
}
// Draw the modal UI to the screen.
func Draw() {
if ready && current != nil {
screen.Present(engine, render.Origin)
supervisor.Present(engine)
}
}
// Center the window on screen.
func center(win *ui.Window) {
var modSize = win.Size()
var moveTo = render.Point{
X: (window.W / 2) - (modSize.W / 2),
Y: (window.H / 4) - (modSize.H / 2),
}
win.MoveTo(moveTo)
// HACK: ideally the modal should auto-size itself, but currently
// the body of the window juts out the right and bottom side by
// a few pixels. Fix the underlying problem later, for now we
// set the modal size to big enough to hide the problem.
win.Children()[0].Resize(render.NewRect(modSize.W+12, modSize.H+12))
}
// Modal is an instance of a modal, i.e. Alert or Confirm.
type Modal struct {
title string
message string
window *ui.Window
callback func()
}
// WithTitle sets the title of the modal.
func (m *Modal) WithTitle(title string) *Modal {
m.title = title
return m
}
// Then calls a function after the modal is answered.
func (m *Modal) Then(f func()) *Modal {
m.callback = f
return m
}
// Dismiss the modal and optionally call the callback function.
func (m *Modal) Dismiss(call bool) {
if call && m.callback != nil {
m.callback()
}
Reset()
}