doodle/pkg/editor_ui.go
Noah Petherbridge dc2695cfc9 Add More Trapdoor Doodads
* Add the other trapdoor directions: Left, Right and Up.
* UI: Show a color square in each Palette Swatch button in Edit Mode.
  * Instead of just the label like "solid", "fire", "decoration" it also
    shows a square box colored as the swatch color. The label and box
    are left-aligned in the button.
* Minor Play Mode physics update:
  * The player jump is now limited: they may only continue to move
    upwards for 20 ticks, after which they must touch ground before
    jumping again.
  * Remove the "press Down to move down" button. Only gravity moves you
    down.
* Fix a crash in the Editor Mode when you dragged doodads on top of each
  other. Source of bug was the loopActorCollision() function, which only
  should be useful to Play Mode, and it expected the scripting engine to
  be attached to the Canvas. In EditorMode there is no scripting engine.
2019-07-05 15:02:22 -07:00

583 lines
14 KiB
Go

package doodle
import (
"fmt"
"path/filepath"
"strconv"
"git.kirsle.net/apps/doodle/lib/events"
"git.kirsle.net/apps/doodle/lib/render"
"git.kirsle.net/apps/doodle/lib/ui"
"git.kirsle.net/apps/doodle/pkg/balance"
"git.kirsle.net/apps/doodle/pkg/branding"
"git.kirsle.net/apps/doodle/pkg/doodads"
"git.kirsle.net/apps/doodle/pkg/drawtool"
"git.kirsle.net/apps/doodle/pkg/enum"
"git.kirsle.net/apps/doodle/pkg/level"
"git.kirsle.net/apps/doodle/pkg/log"
"git.kirsle.net/apps/doodle/pkg/uix"
)
// Width of the panel frame.
var paletteWidth int32 = 160
// EditorUI manages the user interface for the Editor Scene.
type EditorUI struct {
d *Doodle
Scene *EditorScene
// Variables
StatusBoxes []*string
StatusMouseText string
StatusPaletteText string
StatusFilenameText string
StatusScrollText string
selectedSwatch string // name of selected swatch in palette
cursor render.Point // remember the cursor position in Loop
// Widgets
Supervisor *ui.Supervisor
Canvas *uix.Canvas
Workspace *ui.Frame
MenuBar *ui.Frame
StatusBar *ui.Frame
ToolBar *ui.Frame
PlayButton *ui.Button
// Palette window.
Palette *ui.Window
PaletteTab *ui.Frame
DoodadTab *ui.Frame
// Doodad Palette window variables.
doodadSkip int
doodadRows []*ui.Frame
doodadPager *ui.Frame
doodadButtonSize int32
doodadScroller *ui.Frame
// ToolBar window.
activeTool string
// Draggable Doodad canvas.
DraggableActor *DraggableActor
// Palette variables.
paletteTab string // selected tab, Palette or Doodads
}
// NewEditorUI initializes the Editor UI.
func NewEditorUI(d *Doodle, s *EditorScene) *EditorUI {
u := &EditorUI{
d: d,
Scene: s,
Supervisor: ui.NewSupervisor(),
StatusMouseText: "Cursor: (waiting)",
StatusPaletteText: "Swatch: <none>",
StatusFilenameText: "Filename: <none>",
StatusScrollText: "Hello world",
}
// Default tool in the toolbox.
u.activeTool = drawtool.PencilTool.String()
// Bind the StatusBoxes arrays to the text variables.
u.StatusBoxes = []*string{
&u.StatusMouseText,
&u.StatusPaletteText,
&u.StatusFilenameText,
&u.StatusScrollText,
}
u.Canvas = u.SetupCanvas(d)
u.MenuBar = u.SetupMenuBar(d)
u.StatusBar = u.SetupStatusBar(d)
u.ToolBar = u.SetupToolbar(d)
u.Workspace = u.SetupWorkspace(d) // important that this is last!
u.PlayButton = ui.NewButton("Play", ui.NewLabel(ui.Label{
Text: "Play (P)",
Font: balance.PlayButtonFont,
}))
u.PlayButton.Handle(ui.Click, func(p render.Point) {
u.Scene.Playtest()
})
u.Supervisor.Add(u.PlayButton)
// Position the Canvas inside the frame.
u.Workspace.Pack(u.Canvas, ui.Pack{
Anchor: ui.N,
})
u.Workspace.Compute(d.Engine)
u.ExpandCanvas(d.Engine)
// Select the first swatch of the palette.
if u.Canvas.Palette != nil && u.Canvas.Palette.ActiveSwatch != nil {
u.selectedSwatch = u.Canvas.Palette.ActiveSwatch.Name
}
return u
}
// FinishSetup runs the Setup tasks that must be postponed til the end, such
// as rendering the Palette window so that it can accurately show the palette
// loaded from a level.
func (u *EditorUI) FinishSetup(d *Doodle) {
u.Palette = u.SetupPalette(d)
u.Resized(d)
}
// Resized handles the window being resized so we can recompute the widgets.
func (u *EditorUI) Resized(d *Doodle) {
// Menu Bar frame.
{
u.MenuBar.Configure(ui.Config{
Width: int32(d.width),
Background: render.Black,
})
u.MenuBar.Compute(d.Engine)
}
// Status Bar.
{
u.StatusBar.Configure(ui.Config{
Width: int32(d.width),
})
u.StatusBar.MoveTo(render.Point{
X: 0,
Y: int32(d.height) - u.StatusBar.Size().H,
})
u.StatusBar.Compute(d.Engine)
}
// Palette panel.
{
u.Palette.Configure(ui.Config{
Width: paletteWidth,
Height: int32(u.d.height) - u.StatusBar.Size().H,
})
u.Palette.MoveTo(render.NewPoint(
int32(u.d.width)-u.Palette.BoxSize().W,
u.MenuBar.BoxSize().H,
))
u.Palette.Compute(d.Engine)
u.scrollDoodadFrame(0)
}
var innerHeight = int32(u.d.height) - u.MenuBar.Size().H - u.StatusBar.Size().H
// Tool Bar.
{
u.ToolBar.Configure(ui.Config{
Width: toolbarWidth,
Height: innerHeight,
})
u.ToolBar.MoveTo(render.NewPoint(
0,
u.MenuBar.BoxSize().H,
))
u.ToolBar.Compute(d.Engine)
}
// Position the workspace around with the other widgets.
{
frame := u.Workspace
frame.MoveTo(render.NewPoint(
u.ToolBar.Size().W,
u.MenuBar.Size().H,
))
frame.Resize(render.NewRect(
int32(d.width)-u.Palette.Size().W-u.ToolBar.Size().W,
int32(d.height)-u.MenuBar.Size().H-u.StatusBar.Size().H,
))
frame.Compute(d.Engine)
u.ExpandCanvas(d.Engine)
}
// Position the Play button over the workspace.
{
btn := u.PlayButton
btn.Compute(d.Engine)
var (
wsP = u.Workspace.Point()
wsSize = u.Workspace.Size()
btnSize = btn.Size()
padding int32 = 8
)
btn.MoveTo(render.NewPoint(
wsP.X+wsSize.W-btnSize.W-padding,
wsP.Y+wsSize.H-btnSize.H-padding,
))
}
}
// Loop to process events and update the UI.
func (u *EditorUI) Loop(ev *events.State) error {
u.cursor = render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)
// Loop the UI and see whether we're told to stop event propagation.
var stopPropagation bool
if err := u.Supervisor.Loop(ev); err != nil {
if err == ui.ErrStopPropagation {
stopPropagation = true
} else {
return err
}
}
// Update status bar labels.
{
u.StatusMouseText = fmt.Sprintf("Rel:(%d,%d) Abs:(%s)",
ev.CursorX.Now,
ev.CursorY.Now,
*u.Scene.debWorldIndex,
)
u.StatusPaletteText = fmt.Sprintf("%s Tool",
u.Canvas.Tool,
)
u.StatusScrollText = fmt.Sprintf("Scroll: %s Viewport: %s",
u.Canvas.Scroll,
u.Canvas.Viewport(),
)
// Statusbar filename label.
filename := "untitled.map"
fileType := "Level"
if u.Scene.filename != "" {
filename = u.Scene.filename
}
if u.Scene.DrawingType == enum.DoodadDrawing {
fileType = "Doodad"
}
u.StatusFilenameText = fmt.Sprintf("Filename: %s (%s)",
filepath.Base(filename),
fileType,
)
}
// Recompute widgets.
// Explanation: if I don't, the UI packing algorithm somehow causes widgets
// to creep away every frame and fly right off the screen. For example the
// ToolBar's buttons would start packed at the top of the bar but then just
// move themselves every frame downward and away.
u.MenuBar.Compute(u.d.Engine)
u.StatusBar.Compute(u.d.Engine)
u.Palette.Compute(u.d.Engine)
u.ToolBar.Compute(u.d.Engine)
// Only forward events to the Canvas if the UI hasn't stopped them.
if !stopPropagation {
u.Canvas.Loop(ev)
}
return nil
}
// Present the UI to the screen.
func (u *EditorUI) Present(e render.Engine) {
// TODO: if I don't Compute() the palette window, then, whenever the dev console
// is open the window will blank out its contents leaving only the outermost Frame.
// The title bar and borders are gone. But other UI widgets don't do this.
// FIXME: Scene interface should have a separate ComputeUI() from Loop()?
u.Palette.Compute(u.d.Engine)
u.Palette.Present(e, u.Palette.Point())
u.MenuBar.Present(e, u.MenuBar.Point())
u.StatusBar.Present(e, u.StatusBar.Point())
u.ToolBar.Present(e, u.ToolBar.Point())
u.Workspace.Present(e, u.Workspace.Point())
u.PlayButton.Present(e, u.PlayButton.Point())
// Are we dragging a Doodad canvas?
if u.Supervisor.IsDragging() {
if actor := u.DraggableActor; actor != nil {
var size = actor.canvas.Size()
actor.canvas.Present(u.d.Engine, render.NewPoint(
u.cursor.X-(size.W/2),
u.cursor.Y-(size.H/2),
))
}
}
}
// SetupWorkspace configures the main Workspace frame that takes up the full
// window apart from toolbars. The Workspace has a single child element, the
// Canvas, so it can easily full-screen it or center it for Doodad editing.
func (u *EditorUI) SetupWorkspace(d *Doodle) *ui.Frame {
frame := ui.NewFrame("Workspace")
return frame
}
// SetupCanvas configures the main drawing canvas in the editor.
func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas {
drawing := uix.NewCanvas(balance.ChunkSize, true)
drawing.Name = "edit-canvas"
drawing.Palette = level.DefaultPalette()
drawing.SetBackground(render.White)
if len(drawing.Palette.Swatches) > 0 {
drawing.SetSwatch(drawing.Palette.Swatches[0])
}
// Handle the Canvas deleting our actors in edit mode.
drawing.OnDeleteActors = func(actors []*level.Actor) {
if u.Scene.Level != nil {
for _, actor := range actors {
u.Scene.Level.Actors.Remove(actor)
}
drawing.InstallActors(u.Scene.Level.Actors)
}
}
// A drag event initiated inside the Canvas. This happens in the ActorTool
// mode when you click an existing Doodad and it "pops" out of the canvas
// and onto the cursor to be repositioned.
drawing.OnDragStart = func(filename string) {
doodad, err := doodads.LoadFile(filename)
if err != nil {
log.Error("drawing.OnDragStart: %s", err.Error())
}
u.startDragActor(doodad)
}
// A link event to connect two actors together.
drawing.OnLinkActors = func(a, b *uix.Actor) {
// The actors are a uix.Actor which houses a level.Actor which we
// want to update to map each other's IDs.
idA, idB := a.Actor.ID(), b.Actor.ID()
a.Actor.AddLink(idB)
b.Actor.AddLink(idA)
// Reset the Link tool.
drawing.Tool = drawtool.ActorTool
d.Flash("Linked '%s' and '%s' together", a.Doodad.Title, b.Doodad.Title)
}
// Set up the drop handler for draggable doodads.
// NOTE: The drag event begins at editor_ui_doodad.go when configuring the
// Doodad Palette buttons.
drawing.Handle(ui.Drop, func(e render.Point) {
log.Info("Drawing canvas has received a drop!")
var P = ui.AbsolutePosition(drawing)
// Was it an actor from the Doodad Palette?
if actor := u.DraggableActor; actor != nil {
log.Info("Actor is a %s", actor.doodad.Filename)
if u.Scene.Level == nil {
u.d.Flash("Can't drop doodads onto doodad drawings!")
return
}
size := actor.canvas.Size()
u.Scene.Level.Actors.Add(&level.Actor{
// Uncenter the drawing from the cursor.
Point: render.Point{
X: (u.cursor.X - drawing.Scroll.X - (size.W / 2)) - P.X,
Y: (u.cursor.Y - drawing.Scroll.Y - (size.H / 2)) - P.Y,
},
Filename: actor.doodad.Filename,
})
err := drawing.InstallActors(u.Scene.Level.Actors)
if err != nil {
log.Error("Error installing actor onDrop to canvas: %s", err)
}
}
})
u.Supervisor.Add(drawing)
return drawing
}
// ExpandCanvas manually expands the Canvas to fill the frame, to work around
// UI packing bugs. Ideally I would use `Expand: true` when packing the Canvas
// in its frame, but that would artificially expand the Canvas also when it
// _wanted_ to be smaller, as in Doodad Editing Mode.
func (u *EditorUI) ExpandCanvas(e render.Engine) {
if u.Scene.DrawingType == enum.LevelDrawing {
u.Canvas.Resize(u.Workspace.Size())
} else {
// Size is managed externally.
}
u.Workspace.Compute(e)
}
// SetupMenuBar sets up the menu bar.
func (u *EditorUI) SetupMenuBar(d *Doodle) *ui.Frame {
frame := ui.NewFrame("MenuBar")
// Save and Save As common menu handler
var saveFunc func(filename string)
switch u.Scene.DrawingType {
case enum.LevelDrawing:
saveFunc = func(filename string) {
if err := u.Scene.SaveLevel(filename); err != nil {
d.Flash("Error: %s", err)
} else {
d.Flash("Saved level: %s", filename)
}
}
case enum.DoodadDrawing:
saveFunc = func(filename string) {
if err := u.Scene.SaveDoodad(filename); err != nil {
d.Flash("Error: %s", err)
} else {
d.Flash("Saved doodad: %s", filename)
}
}
default:
d.Flash("Error: Scene.DrawingType is not a valid type")
}
type menuButton struct {
Text string
Click func(render.Point)
}
buttons := []menuButton{
menuButton{
Text: "New Level",
Click: func(render.Point) {
d.GotoNewMenu()
},
},
menuButton{
Text: "New Doodad",
Click: func(render.Point) {
d.Prompt("Doodad size [100]>", func(answer string) {
size := balance.DoodadSize
if answer != "" {
i, err := strconv.Atoi(answer)
if err != nil {
d.Flash("Error: Doodad size must be a number.")
return
}
size = i
}
d.NewDoodad(size)
})
},
},
menuButton{
Text: "Save",
Click: func(render.Point) {
if u.Scene.filename != "" {
saveFunc(u.Scene.filename)
} else {
d.Prompt("Save filename>", func(answer string) {
if answer != "" {
saveFunc(answer)
}
})
}
},
},
menuButton{
Text: "Save as...",
Click: func(render.Point) {
d.Prompt("Save as filename>", func(answer string) {
if answer != "" {
saveFunc(answer)
}
})
},
},
menuButton{
Text: "Load",
Click: func(render.Point) {
d.GotoLoadMenu()
},
},
}
for _, btn := range buttons {
if balance.FreeVersion {
if btn.Text == "New Doodad" {
continue
}
}
w := ui.NewButton(btn.Text, ui.NewLabel(ui.Label{
Text: btn.Text,
Font: balance.MenuFont,
}))
w.Configure(ui.Config{
BorderSize: 1,
OutlineSize: 0,
})
w.Handle(ui.MouseUp, btn.Click)
u.Supervisor.Add(w)
frame.Pack(w, ui.Pack{
Anchor: ui.W,
PadX: 1,
})
}
frame.Compute(d.Engine)
return frame
}
// SetupStatusBar sets up the status bar widget along the bottom of the window.
func (u *EditorUI) SetupStatusBar(d *Doodle) *ui.Frame {
frame := ui.NewFrame("Status Bar")
frame.Configure(ui.Config{
BorderStyle: ui.BorderRaised,
Background: render.Grey,
BorderSize: 2,
})
style := ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSunken,
BorderColor: render.Grey,
BorderSize: 1,
}
var labelHeight int32
for _, variable := range u.StatusBoxes {
label := ui.NewLabel(ui.Label{
TextVariable: variable,
Font: balance.StatusFont,
})
label.Configure(style)
label.Compute(d.Engine)
frame.Pack(label, ui.Pack{
Anchor: ui.W,
PadX: 1,
})
if labelHeight == 0 {
labelHeight = label.BoxSize().H
}
}
var shareware string
if balance.FreeVersion {
shareware = " (shareware)"
}
extraLabel := ui.NewLabel(ui.Label{
Text: fmt.Sprintf("%s v%s%s", branding.AppName, branding.Version, shareware),
Font: balance.StatusFont,
})
extraLabel.Configure(ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSunken,
BorderColor: render.Grey,
BorderSize: 1,
})
extraLabel.Compute(d.Engine)
frame.Pack(extraLabel, ui.Pack{
Anchor: ui.E,
})
// Set the initial good frame size to have the height secured,
// so when resizing the application window we can just adjust for width.
frame.Resize(render.Rect{
W: int32(d.width),
H: labelHeight + frame.BoxThickness(1),
})
frame.Compute(d.Engine)
return frame
}