Noah Petherbridge
5434484b6e
The `level.Canvas` is a widget that holds onto its Palette and Grid and has interactions to allow scrolling and editing the grid using the swatches available on the palette. Thus all of the logic in the Editor Mode for drawing directly onto the root SDL surface are now handled inside a level.Canvas instance. The `level.Canvas` widget has the following properties: * Like any widget it has an X,Y position and a width/height. * It has a Scroll position to control which slice of its drawing will be visible inside its bounding box. * It supports levels having negative coordinates for their pixels. It doesn't care. The default Scroll position is (0,0) at the top left corner of the widget but you can scroll into the negatives and see the negative pixels. * Keyboard keys will scroll the viewport inside the canvas. * The canvas draws only the pixels that are visible inside its bounding box. This feature will eventually pave the way toward: * Doodads being dropped on top of your map, each Doodad being its own Canvas widget. * Using drawings as button icons for the user interface, as the Canvas is a normal widget.
113 lines
2.3 KiB
Go
113 lines
2.3 KiB
Go
package ui
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import (
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"errors"
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"fmt"
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"git.kirsle.net/apps/doodle/render"
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"git.kirsle.net/apps/doodle/ui/theme"
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)
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// Button is a clickable button.
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type Button struct {
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BaseWidget
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child Widget
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// Private options.
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hovering bool
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clicked bool
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}
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// NewButton creates a new Button.
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func NewButton(name string, child Widget) *Button {
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w := &Button{
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child: child,
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}
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w.IDFunc(func() string {
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return fmt.Sprintf("Button<%s>", name)
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})
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w.Configure(Config{
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BorderSize: 2,
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BorderStyle: BorderRaised,
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OutlineSize: 1,
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OutlineColor: theme.ButtonOutlineColor,
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Background: theme.ButtonBackgroundColor,
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})
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w.Handle(MouseOver, func(p render.Point) {
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w.hovering = true
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w.SetBackground(theme.ButtonHoverColor)
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})
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w.Handle(MouseOut, func(p render.Point) {
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w.hovering = false
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w.SetBackground(theme.ButtonBackgroundColor)
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})
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w.Handle(MouseDown, func(p render.Point) {
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w.clicked = true
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w.SetBorderStyle(BorderSunken)
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})
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w.Handle(MouseUp, func(p render.Point) {
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w.clicked = false
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w.SetBorderStyle(BorderRaised)
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})
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return w
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}
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// Compute the size of the button.
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func (w *Button) Compute(e render.Engine) {
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// Compute the size of the inner widget first.
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w.child.Compute(e)
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// Auto-resize only if we haven't been given a fixed size.
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if !w.FixedSize() {
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size := w.child.Size()
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w.Resize(render.Rect{
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W: size.W + w.BoxThickness(2),
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H: size.H + w.BoxThickness(2),
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})
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}
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}
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// SetText conveniently sets the button text, for Label children only.
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func (w *Button) SetText(text string) error {
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if label, ok := w.child.(*Label); ok {
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label.Text = text
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}
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return errors.New("child is not a Label widget")
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}
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// Present the button.
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func (w *Button) Present(e render.Engine, P render.Point) {
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w.Compute(e)
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var (
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S = w.Size()
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ChildSize = w.child.Size()
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)
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// Draw the widget's border and everything.
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w.DrawBox(e, P)
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// Offset further if we are currently sunken.
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var clickOffset int32
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if w.clicked {
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clickOffset++
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}
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// Where to place the child widget.
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moveTo := render.Point{
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X: P.X + w.BoxThickness(1) + clickOffset,
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Y: P.Y + w.BoxThickness(1) + clickOffset,
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}
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// If we're bigger than we need to be, center the child widget.
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if S.Bigger(ChildSize) {
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moveTo.X = P.X + (S.W / 2) - (ChildSize.W / 2)
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}
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// Draw the text label inside.
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w.child.Present(e, moveTo)
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}
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