Commit Graph

9 Commits

Author SHA1 Message Date
36db160533 Window Manager Buttons and Bugfixes
* Fix Supervisor event issues wrt. the window manager feature: if a
  focused window exists and Supervisor is running events for the "other"
  widgets not in managed windows, and the mouse cursor is over the
  rectangle of THE focused window, no widget under the cursor receives
  active (hover, click) events. Prevents being able to click "through"
  the window and interact with widgets and other windows below.
* Adds Close, Maximize and Minimize buttons to windows. Maximize is
  still buggy and Minimize is implementation-defined behavior with no
  default event handler configured.
* eg/windows has an example of the Window Manager for SDL2 and
  WebAssembly targets.
2020-04-08 17:29:04 -07:00
7d9ba79cd2 Window Manager Basics, Work in Progress
* Adds Window Manager support to the Supervisor, so that Window widgets
  can be dragged by their title bar, clicked to focus, etc.
* Create a ui.Window as normal, but instead of Packing or Placing it
  into a parent container as before, you call .Supervise() and give it
  your Supervisor. The window registers itself to be managed and drawn
  by the Supervisor itself.
* Supervisor manages the focused window order using a doubly linked
  list. When a window takes focus it moves to the top of the list.
  Widgets in the active window take event priority.
* Extended DragDrop API to support holding a widget pointer in the drag
  operation.
* Changed widget event Handle functions to return an error: so that they
  could return ErrStopPropagation to prevent events going to more
  widgets once handled (for important events).

Some bugs remain around overlapping windows and event propagation.
2020-04-06 22:57:28 -07:00
f9b305679a Tooltip Widget and Event Refactor
* Tooltip can be added to any target widget (e.g. Button) and pop up on
  mouse over.
* Refactor the event system. Instead of passing a render.Point to all
  event handlers, pass an EventData struct which can hold the Point or
  the render.Engine.
* Add event types Computed and Present, so a widget can set a handler on
  whenever its Computed or Present method is called.
2020-03-09 17:13:33 -07:00
4ba563d48d Supervisor, Frame Pack and Misc Fixes
* Button: do not call MoveTo inside of Compute().
* Label: do not call MoveTo inside of Compute().
* MainWindow: add OnLoop callback function support so you can run custom code
  each loop and react to the event.State before the UI updates.
* Supervisor: locate widgets using AbsolutePosition() instead of w.Point()
  to play nice with Frame and Window packed widgets.
* Widget interface: rename Adopt() to SetParent() which makes more sense for
  what the function actually does.
* Window: set itself as the parent of the body Frame so that the Supervisor
  can locate widgets anywhere inside a window's frames.

Frame packing fixes:

* Widgets with Expand:true grow their space with ResizeAuto to preserve the
  FixedSize() boolean, instead of being hard-resized to fill the Frame.
* Widgets that Fill their space are resized with ResizeAuto too.

Outstanding bugs:

* Labels don't expand (window title bars, etc.)
2019-12-29 00:00:03 -08:00
3e73a6effb Change types int32 -> int per upstream render library 2019-12-27 19:12:00 -08:00
e391e703bf Cut lib/render into its own package, change all imports 2019-12-22 18:21:58 -08:00
5450f40b3c render: Refactor Events System to Make Module Standalone
* Refactor the events used in lib/render/sdl to be more general-purpose
  to make librender a stand-alone library separate from Doodle.
2019-12-22 14:11:01 -08:00
3b01592e85 Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
  to control the brush size.
  * Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
  and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
  you change them, so that Undo will set them back how they were instead
  of deleting the pixel entirely. Due to performance issues, this only
  happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
  an int reference.

Aforementioned performance issues:

* When we try to remember whole rects of pixels for drawing thick
  shapes, it requires a ton of scanning for each step of the shape. Even
  de-duplicating pixel checks, tons of extra reads are constantly
  checked.
* The Eraser is the only tool that absolutely needs to be able to
  remember wiped pixels AND have large brush sizes. The performance
  sucks and lags a bit if you erase a lot all at once, but it's a
  trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
  thick brushes, so the Undo action will simply delete your pixels and not
  reset them. Only the Eraser can bring back pixels.
2019-07-11 19:07:46 -07:00
7661f9873c Code Layout Refactor
* All private Doodle source code into the pkg/ folder.
* Potentially public code into the lib/ folder.
* Centralize the logger into a subpackage.
2019-04-09 17:35:44 -07:00