Noah Petherbridge
a06787411d
* pkg/plus/dpp is the main plugin bridge, and defines nothing but an interface that defines the Doodle++ surface area (referring to internal game types such as doodad.Doodad or level.Level), but not their implementations. * dpp.Driver (an interface) is the main API that other parts of the game will call, for example "dpp.Driver.IsLevelSigned()" * plus_dpp.go and plus_foss.go provide the dpp.Driver implementation for their build; with plus_dpp.go generally forwarding function calls directly to the proprietary dpp package and plus_foss.go generally returning false/errors. * The bootstrap package simply assigns the above stub function to dpp.Driver * pkg/plus/bootstrap is a package directly imported by main (in the doodle and doodad programs) and it works around circular dependency issues: this package simply assigns dpp.Driver to the DPP or FOSS version. Miscellaneous fixes: * File->Open in the editor and PlayScene will use the new Open Level window instead of loading the legacy GotoLoadMenu scene. * Deprecated legacy scenes: d.GotoLoadMenu() and d.GotoPlayMenu(). * The doodle-admin program depends on the private dpp package, so can not be compiled in FOSS mode.
118 lines
3.0 KiB
Go
118 lines
3.0 KiB
Go
package doodle
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import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/levelpack"
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"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
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"git.kirsle.net/SketchyMaze/doodle/pkg/usercfg"
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"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/ui"
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)
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// Set up the menu bar for Play Scene.
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func (u *PlayScene) setupMenuBar(d *Doodle) *ui.MenuBar {
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menu := ui.NewMenuBar("Main Menu")
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////////
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// Game menu
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gameMenu := menu.AddMenu("Game")
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gameMenu.AddItem("Story Mode", func() {
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// TODO: de-duplicate code from MainScene
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if u.winLevelPacks == nil {
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u.winLevelPacks = windows.NewLevelPackWindow(windows.LevelPack{
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Supervisor: u.Supervisor,
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Engine: d.Engine,
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OnPlayLevel: func(lp *levelpack.LevelPack, which levelpack.Level) {
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if err := d.PlayFromLevelpack(lp, which); err != nil {
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shmem.FlashError(err.Error())
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}
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},
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OnCloseWindow: func() {
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u.winLevelPacks.Hide()
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},
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})
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}
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u.winLevelPacks.MoveTo(render.Point{
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X: (d.width / 2) - (u.winLevelPacks.Size().W / 2),
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Y: (d.height / 2) - (u.winLevelPacks.Size().H / 2),
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})
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u.winLevelPacks.Show()
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})
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gameMenu.AddItemAccel("New drawing", "Ctrl-N", d.GotoNewMenu)
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gameMenu.AddItemAccel("Open drawing", "Ctrl-O", func() {
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if u.winOpenLevel == nil {
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u.winOpenLevel = windows.NewOpenDrawingWindow(windows.OpenDrawing{
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Supervisor: u.Supervisor,
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Engine: shmem.CurrentRenderEngine,
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OnOpenDrawing: func(filename string) {
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d.EditFile(filename)
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},
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OnCloseWindow: func() {
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u.winOpenLevel.Destroy()
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u.winOpenLevel = nil
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},
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})
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}
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u.winOpenLevel.MoveTo(render.Point{
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X: (d.width / 2) - (u.winOpenLevel.Size().W / 2),
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Y: (d.height / 2) - (u.winOpenLevel.Size().H / 2),
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})
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u.winOpenLevel.Show()
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})
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gameMenu.AddSeparator()
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gameMenu.AddItem("Quit to menu", func() {
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d.Goto(&MainScene{})
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})
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gameMenu.AddItemAccel("Quit", "Escape", func() {
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d.ConfirmExit()
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})
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////////
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// Level menu
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levelMenu := menu.AddMenu("Level")
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levelMenu.AddItem("Restart level", u.RestartLevel)
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levelMenu.AddItem("Retry from checkpoint", func() {
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u.SetImperfect()
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u.RetryCheckpoint()
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})
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levelMenu.AddSeparator()
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levelMenu.AddItemAccel("Edit level", "E", u.EditLevel)
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// Hilariously broken, someday!
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if usercfg.Current.EnableFeatures {
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levelMenu.AddSeparator()
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levelMenu.AddItemAccel("New viewport", "v", func() {
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pip := windows.MakePiPWindow(d.width, d.height, windows.PiP{
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Supervisor: u.Supervisor,
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Engine: u.d.Engine,
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Level: u.Level,
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Event: u.d.event,
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})
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pip.Show()
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})
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}
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helpMenu := d.MakeHelpMenu(menu, u.Supervisor)
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if usercfg.Current.EnableCheatsMenu {
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helpMenu.AddSeparator()
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helpMenu.AddItem("Cheats Menu", func() {
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if u.cheatsWindow != nil {
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u.cheatsWindow.Hide()
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u.cheatsWindow.Destroy()
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u.cheatsWindow = nil
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}
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u.cheatsWindow = u.d.MakeCheatsWindow(u.Supervisor)
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u.cheatsWindow.Show()
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})
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}
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menu.Supervise(u.Supervisor)
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menu.Compute(d.Engine)
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return menu
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}
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