Noah Petherbridge
d9bca2152a
* 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.
97 lines
1.7 KiB
Go
97 lines
1.7 KiB
Go
package modal
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/go/ui"
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)
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// Confirm pops up an Ok/Cancel modal.
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func Confirm(message string, args ...interface{}) *Modal {
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if !ready {
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panic("modal.Confirm(): not ready")
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} else if current != nil {
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return current
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}
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// Reset the supervisor.
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supervisor = ui.NewSupervisor()
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m := &Modal{
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title: "Confirm",
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message: fmt.Sprintf(message, args...),
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}
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m.window = makeConfirm(m)
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center(m.window)
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current = m
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return m
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}
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// makeConfirm creates the ui.Window for the Confirm modal.
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func makeConfirm(m *Modal) *ui.Window {
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win := ui.NewWindow("Confirm")
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_, title := win.TitleBar()
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title.TextVariable = &m.title
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msgFrame := ui.NewFrame("Confirm Message")
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win.Pack(msgFrame, ui.Pack{
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Side: ui.N,
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})
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msg := ui.NewLabel(ui.Label{
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TextVariable: &m.message,
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Font: balance.UIFont,
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})
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msgFrame.Pack(msg, ui.Pack{
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Side: ui.N,
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})
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// Ok/Cancel button bar.
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btnBar := ui.NewFrame("Button Bar")
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msgFrame.Pack(btnBar, ui.Pack{
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Side: ui.N,
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PadY: 4,
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})
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for _, btn := range []struct {
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Label string
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F func(ui.EventData) error
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}{
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{"Ok", func(ev ui.EventData) error {
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m.Dismiss(true)
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return nil
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}},
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{"Cancel", func(ev ui.EventData) error {
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m.Dismiss(false)
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return nil
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}},
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} {
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btn := btn
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button := ui.NewButton(btn.Label+"Button", ui.NewLabel(ui.Label{
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Text: btn.Label,
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Font: balance.MenuFont,
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}))
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button.Handle(ui.Click, btn.F)
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button.Compute(engine)
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supervisor.Add(button)
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// OK Button is primary.
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if btn.Label == "Ok" {
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button.SetStyle(&balance.ButtonPrimary)
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}
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btnBar.Pack(button, ui.Pack{
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Side: ui.W,
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PadX: 2,
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})
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}
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win.Compute(engine)
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win.Supervise(supervisor)
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return win
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}
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