Play around with menus some more

We now display the buttons in Main.mnu, but a lot remains unknown.
This commit is contained in:
2019-10-09 00:41:41 +01:00
parent e46a5f194f
commit 0320743b30
3 changed files with 111 additions and 20 deletions

View File

@@ -2,6 +2,7 @@ package main
import (
"flag"
"fmt"
"log"
"os"
"path/filepath"
@@ -27,13 +28,14 @@ type env struct {
objects []*conv.Object
batch *pixel.Batch
fonts []*fonts.Font
fonts []*conv.Font
fontObjs []*conv.Object
fontBatch *pixel.Batch
}
type state struct {
env *env
cam pixel.Matrix
step int
// Redraw the window if these change
@@ -80,26 +82,36 @@ func main() {
menu.Internationalize(i18n)
}
var loadedFonts []*fonts.Font
for _, name := range menu.FontNames {
font, err := fonts.LoadFont(filepath.Join(*gamePath, "Fonts", name+".fnt"))
if err != nil {
log.Fatalf("Failed to load font %v: %v", name, err)
}
loadedFonts = append(loadedFonts, font)
loadedFonts, err := loadFonts(menu.FontNames...)
if err != nil {
log.Fatalf("Failed to load font: %v", err)
}
menuObjs, menuBatch := loadObjects(menu.ObjectFiles...)
env := &env{
menu: menu, objects: menuObjs, batch: menuBatch,
fonts: loadedFonts, // TODO: load the objects and start displaying text
fonts: loadedFonts,
}
// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func loadFonts(names ...string) ([]*conv.Font, error) {
var out []*conv.Font
for _, name := range names {
fnt, err := fonts.LoadFont(filepath.Join(*gamePath, "Fonts", name+".fnt"))
if err != nil {
return nil, fmt.Errorf("%v: %v", name, err)
}
out = append(out, conv.ConvertFont(fnt))
}
return out, nil
}
func (e *env) run() {
win, err := ui.NewWindow("View Menu: " + *menuFile)
if err != nil {
@@ -151,22 +163,40 @@ func (s *state) present(pWin *pixelgl.Window) {
cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Moved(pixel.Vec{origX / 2, origY / 2})
cam = cam.ScaledXY(pixel.ZV, scaleFactor)
s.cam = cam
s.env.batch.SetMatrix(cam)
textCanvas := pixelgl.NewCanvas(pWin.Bounds())
textCanvas.SetMatrix(pixel.IM.ScaledXY(pixel.ZV, scaleFactor))
for _, record := range s.env.menu.Records {
s.drawRecord(record, s.env.batch)
s.drawRecord(record, s.env.batch, textCanvas)
}
s.env.batch.Draw(pWin)
textCanvas.Draw(pWin, pixel.IM)
}
func (s *state) drawRecord(record *menus.Record, target pixel.Target) {
func (s *state) drawRecord(record *menus.Record, target, textTarget pixel.Target) {
// Draw this record if it's valid to do so. FIXME: lots to learn
if record.SpriteId >= 0 {
if len(record.SpriteId) >= 0 {
spriteId := record.SpriteId[0]
x := float64(record.X)
y := float64(record.Y)
// FIXME: some are set at -1, -1. No idea why
// Theory: we either give spriteid, or y,x,spriteId
if len(record.SpriteId) == 3 {
x = x + float64(record.SpriteId[1])
y = y + float64(record.SpriteId[0]*2) // FIXME: *2 works, no idea
spriteId = record.SpriteId[2]
}
// FIXME: some here are set at -1. Presume that means don't draw.
if spriteId < 0 {
goto out
}
// FIXME: some are set at -1, -1. No idea why. Origin?
if x < 0.0 {
x = 0.0
}
@@ -176,22 +206,36 @@ func (s *state) drawRecord(record *menus.Record, target pixel.Target) {
log.Printf(
"Drawing id=%v type=%v spriteid=%v x=%v y=%v desc=%q parent=%p",
record.Id, record.Type, record.SpriteId, record.X, record.Y, record.Desc, record.Parent,
record.Id, record.Type, spriteId, record.X, record.Y, record.Desc, record.Parent,
)
// FIXME: Need to handle multiple objects
offset := pixel.V(x, y)
obj := s.env.objects[0]
sprite := obj.Sprites[record.SpriteId]
sprite.Spr.Draw(target, pixel.IM.Moved(pixel.V(x, y)))
}
sprite := obj.Sprites[spriteId]
sprite.Spr.Draw(target, pixel.IM.Moved(offset))
// FIXME: we probably shouldn't draw everything?
// FIXME: handle multiple fonts
if len(s.env.fonts) > 0 && record.Desc != "" {
s.env.fonts[0].Output(textTarget, pixel.IM.Moved(offset), record.Desc)
}
}
out:
// Draw all children of this record
for _, child := range record.Children {
s.drawRecord(child, target)
s.drawRecord(child, target, textTarget)
}
}
func (s *state) handleKeys(pWin *pixelgl.Window) {
if pWin.JustPressed(pixelgl.MouseButton1) {
log.Printf("cam: %#v", s.cam)
pos := s.cam.Unproject(pWin.MousePosition())
log.Printf("X=%v Y=%v", pos.X, pos.Y)
}
/*
if pWin.JustPressed(pixelgl.KeyLeft) {
if s.objIdx > 0 {