Files
ordoor/internal/ui/noninteractive.go

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package ui
import (
"image"
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"log"
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"code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/menus"
)
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type AlignMode int
const (
AlignModeCentre AlignMode = 0
AlignModeLeft AlignMode = 1
)
func init() {
registerBuilder(menus.TypeStatic, registerStatic) // MainGame has a hypertext child
registerBuilder(menus.TypeHypertext, noChildren(registerHypertext))
registerBuilder(menus.TypeOverlay, noChildren(registerOverlay))
registerBuilder(menus.TypeAnimationSample, noChildren(registerAnimation))
registerBuilder(menus.TypeAnimationHover, noChildren(registerAnimationHover))
}
// A non-interactive element is not a widget; it merely displays some pixels and
// may optionally have a tooltip for display within bounds.
//
// For non-animated non-interactive elements, just give them a single frame.
type noninteractive struct {
path string
frames animation
rect image.Rectangle
// Some non-interactives, e.g., overlays, are an image + text to be shown
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label *label
clickImpl // Alright, alright, it turns out the bridge mission briefing is clickable
hoverImpl
}
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// Paint some text to screen
type label struct {
align AlignMode
rect image.Rectangle
text string
font *assetstore.Font
}
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// This particular animation has entry and exit sequences, which are invoked
// when entering and leaving hover, respectively. Example: bridge doors
type animationHover struct {
noninteractive // Use the frames in here for the "enter hover" animation
exitFrames animation // and here the "exit hover" animation
atTick int // Tracks progress through the frames
opening bool
closing bool
}
func registerStatic(d *Driver, r *menus.Record) ([]*menus.Record, error) {
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_, err := registerNoninteractive(d, r)
return r.Children, err
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}
func registerNoninteractive(d *Driver, r *menus.Record) (*noninteractive, error) {
// FIXME: SpriteID takes precedence over SHARE if present, but is that right?
spriteId := r.Share
if len(r.SpriteId) > 0 && r.SpriteId[0] != -1 {
spriteId = r.SpriteId[0]
}
sprite, err := d.menu.Sprite(r.ObjectIdx, spriteId)
if err != nil {
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return nil, err
}
ni := &noninteractive{
path: r.Path(),
frames: animation{sprite.Image},
hoverImpl: hoverImpl{text: r.Text},
rect: sprite.Rect,
}
d.hoverables = append(d.hoverables, ni)
d.paintables = append(d.paintables, ni)
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return ni, nil
}
func registerHypertext(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.Share)
if err != nil {
return err
}
ni := &noninteractive{
path: r.Path(),
hoverImpl: hoverImpl{text: r.Text},
rect: sprite.Rect,
}
d.clickables = append(d.clickables, ni)
d.hoverables = append(d.hoverables, ni)
return nil
}
// An overlay is a static image + some text that needs to be rendered
func registerOverlay(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.Share)
if err != nil {
return err
}
ni := &noninteractive{
path: r.Path(),
frames: animation{sprite.Image},
rect: sprite.Rect,
}
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d.paintables = append(d.paintables, ni)
if r.Text != "" {
// FIXME: is this always right? Seems to make sense for Main.mnu
fnt := d.menu.Font(r.FontType/10 - 1)
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ni.label = &label{
font: fnt,
rect: ni.rect, // We will be centered by default
text: r.Text,
}
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} else {
log.Printf("Overlay without text detected: %#+v", r)
}
return nil
}
// An animation is a non-interactive element that displays something in a loop
func registerAnimation(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.SpriteId[0])
if err != nil {
return err
}
frames, err := d.menu.Images(r.ObjectIdx, r.SpriteId[0], r.DrawType)
if err != nil {
return err
}
ani := &noninteractive{
path: r.Path(),
frames: animation(frames),
hoverImpl: hoverImpl{text: r.Text},
rect: sprite.Rect,
}
d.hoverables = append(d.hoverables, ani)
d.paintables = append(d.paintables, ani)
return nil
}
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func registerAnimationHover(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.SpriteId[0])
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if err != nil {
return err
}
enterFrames, err := d.menu.Images(r.ObjectIdx, r.SpriteId[0], r.DrawType)
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if err != nil {
return err
}
exitFrames, err := d.menu.Images(r.ObjectIdx, r.SpriteId[0]+r.DrawType, r.DrawType)
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if err != nil {
return err
}
ani := &animationHover{
noninteractive: noninteractive{
path: r.Path(),
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frames: animation(enterFrames),
hoverImpl: hoverImpl{text: r.Text},
rect: sprite.Rect,
},
exitFrames: animation(exitFrames),
}
d.hoverables = append(d.hoverables, ani)
d.paintables = append(d.paintables, ani)
return nil
}
func (n *noninteractive) id() string {
return n.path
}
func (n *noninteractive) bounds() image.Rectangle {
return n.rect
}
func (n *noninteractive) regions(tick int) []region {
out := oneRegion(n.bounds().Min, n.frames.image(tick))
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// Text for a noninteractive is not registered separately
if n.label != nil {
out = append(out, n.label.regions(tick)...)
}
return out
}
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func (a *animationHover) regions(tick int) []region {
if a.opening || a.closing {
var anim animation
if a.opening {
anim = a.frames
} else {
anim = a.exitFrames
}
out := oneRegion(a.bounds().Min, anim[a.atTick])
if a.atTick < len(anim)-1 {
a.atTick += 1
} else if !a.hoverState() {
a.closing = false
}
return out
}
// Nothing doing, show a closed door
return oneRegion(a.bounds().Min, a.frames.image(0))
}
func (a *animationHover) setHoverState(value bool) {
a.atTick = 0
a.opening = value
a.closing = !value
a.hoverImpl.setHoverState(value)
}
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// Top-left of where to start drawing the text. We want it to appear to be in
// the centre of the rect.
//
// TODO: additional modes (left-aligned, especially)
func (l *label) pos() image.Point {
pos := l.rect.Min
textRect := l.font.CalculateBounds(l.text)
// Centre the text horizontally
if l.align == AlignModeCentre {
xSlack := l.rect.Dx() - textRect.Dx()
if xSlack > 0 {
pos.X += xSlack / 2
}
} else {
// FIXME: we're giving it 8pts of left to not look horrible
pos.X += 8
}
// Centre the text vertically
ySlack := l.rect.Dy() - textRect.Dy()
if ySlack > 0 {
pos.Y += ySlack / 2
}
return pos
}
func (l *label) regions(tick int) []region {
var out []region
pt := l.pos()
for _, r := range l.text {
glyph, err := l.font.Glyph(r)
if err != nil {
log.Printf("FIXME: ignoring misssing glyph %v", r)
continue
}
out = append(out, oneRegion(pt, glyph.Image)...)
pt.X += glyph.Rect.Dx()
}
return out
}