doodle/editor_ui.go
Noah Petherbridge e1cbff8c3f Add Palette Window and Palette Support to Edit Mode
* Add ui.Window to easily create reusable windows with titles.
* Add a palette window (panel) to the right edge of the Edit Mode.
  * Has Radio Buttons listing the colors available in the palette.
* Add palette support to Edit Mode so when you draw pixels, they take
  on the color and attributes of the currently selected Swatch in your
  palette.
* Revise the on-disk format to better serialize the Palette object to
  JSON.
* Break Play Mode: collision detection fails because the Grid key
  elements are now full Pixel objects (which retain their Palette and
  Swatch properties).
  * The Grid will need to be re-worked to separate X,Y coordinates from
    the Pixel metadata to just test "is something there, and what is
    it?"
2018-08-10 17:19:47 -07:00

193 lines
4.3 KiB
Go

package doodle
import (
"fmt"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/events"
"git.kirsle.net/apps/doodle/render"
"git.kirsle.net/apps/doodle/ui"
)
// EditorUI manages the user interface for the Editor Scene.
type EditorUI struct {
d *Doodle
Scene *EditorScene
// Variables
StatusMouseText string
StatusPaletteText string
StatusFilenameText string
// Widgets
Supervisor *ui.Supervisor
Palette *ui.Window
StatusBar *ui.Frame
}
// 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>",
}
u.StatusBar = u.SetupStatusBar(d)
u.Palette = u.SetupPalette(d)
return u
}
// Loop to process events and update the UI.
func (u *EditorUI) Loop(ev *events.State) {
u.Supervisor.Loop(ev)
u.StatusMouseText = fmt.Sprintf("Mouse: (%d,%d)",
ev.CursorX.Now,
ev.CursorY.Now,
)
u.StatusPaletteText = fmt.Sprintf("Swatch: %s",
u.Scene.Swatch,
)
// Statusbar filename label.
filename := "untitled.map"
if u.Scene.filename != "" {
filename = u.Scene.filename
}
u.StatusFilenameText = fmt.Sprintf("Filename: %s",
filename,
)
u.StatusBar.Compute(u.d.Engine)
u.Palette.Compute(u.d.Engine)
}
// Present the UI to the screen.
func (u *EditorUI) Present(e render.Engine) {
u.Palette.Present(e, u.Palette.Point())
u.StatusBar.Present(e, u.StatusBar.Point())
}
// SetupPalette sets up the palette panel.
func (u *EditorUI) SetupPalette(d *Doodle) *ui.Window {
window := ui.NewWindow("Palette")
window.Configure(ui.Config{
Width: 150,
Height: u.d.height - u.StatusBar.Size().H,
})
window.MoveTo(render.NewPoint(
u.d.width-window.BoxSize().W,
0,
))
// Handler function for the radio buttons being clicked.
onClick := func(p render.Point) {
name := u.Scene.Palette.ActiveSwatch
swatch, ok := u.Scene.Palette.Get(name)
if !ok {
log.Error("Palette onClick: couldn't get swatch named '%s' from palette", name)
return
}
u.Scene.Swatch = swatch
}
// Draw the radio buttons for the palette.
for _, swatch := range u.Scene.Palette.Swatches {
label := ui.NewLabel(ui.Label{
Text: swatch.Name,
Font: balance.StatusFont,
})
label.Font.Color = swatch.Color.Darken(40)
btn := ui.NewRadioButton("palette", &u.Scene.Palette.ActiveSwatch, swatch.Name, label)
btn.Handle("MouseUp", onClick)
u.Supervisor.Add(btn)
window.Pack(btn, ui.Pack{
Anchor: ui.N,
Fill: true,
})
}
return window
}
// 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,
Width: d.width,
})
style := ui.Config{
Background: render.Grey,
BorderStyle: ui.BorderSunken,
BorderColor: render.Grey,
BorderSize: 1,
}
cursorLabel := ui.NewLabel(ui.Label{
TextVariable: &u.StatusMouseText,
Font: balance.StatusFont,
})
cursorLabel.Configure(style)
cursorLabel.Compute(d.Engine)
frame.Pack(cursorLabel, ui.Pack{
Anchor: ui.W,
})
paletteLabel := ui.NewLabel(ui.Label{
TextVariable: &u.StatusPaletteText,
Font: balance.StatusFont,
})
paletteLabel.Configure(style)
paletteLabel.Compute(d.Engine)
frame.Pack(paletteLabel, ui.Pack{
Anchor: ui.W,
})
filenameLabel := ui.NewLabel(ui.Label{
TextVariable: &u.StatusFilenameText,
Font: balance.StatusFont,
})
filenameLabel.Configure(style)
filenameLabel.Compute(d.Engine)
frame.Pack(filenameLabel, ui.Pack{
Anchor: ui.W,
})
// TODO: right-aligned labels clip out of bounds
// extraLabel := ui.NewLabel(ui.Label{
// Text: "blah",
// 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,
// })
frame.Resize(render.Rect{
W: d.width,
H: cursorLabel.BoxSize().H + frame.BoxThickness(1),
})
frame.Compute(d.Engine)
frame.MoveTo(render.Point{
X: 0,
Y: d.height - frame.Size().H,
})
return frame
}