Get the bridge door animations running

This commit is contained in:
2020-03-27 00:54:57 +00:00
parent 79bfab7d6b
commit 316db89148
6 changed files with 106 additions and 15 deletions

View File

@@ -11,6 +11,7 @@ func init() {
registerBuilder(menus.TypeSimpleButton, registerSimpleButton)
registerBuilder(menus.TypeInvokeButton, registerInvokeButton)
registerBuilder(menus.TypeMainButton, registerMainButton)
registerBuilder(menus.TypeDoorHotspot, registerDebug("Unimplemented DoorHotspot", nil))
}
// A button without hover animation

View File

@@ -26,10 +26,6 @@ func init() {
// Needed for Arrange.mnu (???)
registerBuilder(menus.TypeSquadButton, registerDebug("Unimplemented SquadButton", nil))
registerBuilder(menus.TypeAnimationToo, registerDebug("Unimplemented AnimationToo", nil))
// Needed for Bridge.mnu
registerBuilder(menus.TypeDoorHotspot, registerDebug("Unimplemented DoorHotspot", nil))
// Needed for Briefing.mnu
registerBuilder(menus.TypeLineBriefing, registerDebug("Unimplemented LineBriefing", nil))

View File

@@ -15,6 +15,7 @@ func init() {
registerBuilder(menus.TypeHypertext, registerHypertext)
registerBuilder(menus.TypeOverlay, registerOverlay)
registerBuilder(menus.TypeAnimationSample, registerAnimation)
registerBuilder(menus.TypeAnimationHover, registerDebug("WIP AnimationHover", registerAnimationHover))
}
// A non-interactive element is not a widget; it merely displays some pixels and
@@ -31,6 +32,17 @@ type noninteractive struct {
hoverImpl
}
// 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) error {
// FIXME: SpriteID takes precedence over SHARE if present, but is that right?
spriteId := r.Share
@@ -125,6 +137,38 @@ func registerAnimation(d *Driver, r *menus.Record) error {
return nil
}
func registerAnimationHover(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.SpriteId[0])
if err != nil {
return err
}
enterFrames, err := d.menu.Images(r.SpriteId[0], r.DrawType)
if err != nil {
return err
}
exitFrames, err := d.menu.Images(r.SpriteId[0]+r.DrawType, r.DrawType)
if err != nil {
return err
}
ani := &animationHover{
noninteractive: noninteractive{
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) bounds() image.Rectangle {
return n.rect
}
@@ -138,3 +182,35 @@ func (n *noninteractive) regions(tick int) []region {
return out
}
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)
}