Noah Petherbridge
9356502a50
Implements the dev console in-game with various commands to start out with. Press the Enter key to show or hide the console. Commands supported: new Start a new map in Edit Mode. save [filename.json] Save the current map to disk. Filename is required unless you have saved recently. edit filename.json Open a map from disk in Edit Mode. play filename.json Play a map from disk in Play Mode.
124 lines
2.3 KiB
Go
124 lines
2.3 KiB
Go
package sdl
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import (
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"strings"
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"git.kirsle.net/apps/doodle/events"
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"git.kirsle.net/apps/doodle/render"
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"github.com/veandco/go-sdl2/sdl"
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"github.com/veandco/go-sdl2/ttf"
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)
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var fonts map[int]*ttf.Font = map[int]*ttf.Font{}
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// LoadFont loads and caches the font at a given size.
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func LoadFont(size int) (*ttf.Font, error) {
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if font, ok := fonts[size]; ok {
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return font, nil
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}
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font, err := ttf.OpenFont("./fonts/DejaVuSansMono.ttf", size)
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if err != nil {
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return nil, err
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}
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fonts[size] = font
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return font, nil
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}
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// Keysym returns the current key pressed, taking into account the Shift
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// key modifier.
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func (r *Renderer) Keysym(ev *events.State) string {
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if key := ev.KeyName.Read(); key != "" {
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if ev.ShiftActive.Pressed() {
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if symbol, ok := shiftMap[key]; ok {
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return symbol
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}
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return strings.ToUpper(key)
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}
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}
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return ""
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}
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// DrawText draws text on the canvas.
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func (r *Renderer) DrawText(text render.Text, point render.Point) error {
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var (
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font *ttf.Font
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surface *sdl.Surface
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tex *sdl.Texture
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err error
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)
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if font, err = LoadFont(text.Size); err != nil {
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return err
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}
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write := func(dx, dy int32, color sdl.Color) {
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if surface, err = font.RenderUTF8Blended(text.Text, color); err != nil {
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return
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}
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defer surface.Free()
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if tex, err = r.renderer.CreateTextureFromSurface(surface); err != nil {
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return
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}
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defer tex.Destroy()
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tmp := &sdl.Rect{
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X: point.X + dx,
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Y: point.Y + dy,
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W: surface.W,
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H: surface.H,
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}
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r.renderer.Copy(tex, nil, tmp)
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}
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// Does the text have a stroke around it?
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if text.Stroke != render.Invisible {
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color := ColorToSDL(text.Stroke)
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write(-1, -1, color)
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write(-1, 0, color)
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write(-1, 1, color)
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write(1, -1, color)
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write(1, 0, color)
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write(1, 1, color)
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write(0, -1, color)
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write(0, 1, color)
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}
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// Does it have a drop shadow?
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if text.Shadow != render.Invisible {
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write(1, 1, ColorToSDL(text.Shadow))
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}
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// Draw the text itself.
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write(0, 0, ColorToSDL(text.Color))
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return err
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}
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// shiftMap maps keys to their Shift versions.
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var shiftMap = map[string]string{
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"`": "~",
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"1": "!",
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"2": "@",
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"3": "#",
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"4": "$",
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"5": "%",
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"6": "^",
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"7": "&",
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"8": "*",
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"9": "(",
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"0": ")",
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"-": "_",
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"=": "+",
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"[": "{",
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"]": "}",
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`\`: "|",
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";": ":",
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`'`: `"`,
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",": "<",
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".": ">",
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"/": "?",
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}
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