Make the menu buttons work

This commit is contained in:
2020-03-21 18:50:26 +00:00
parent be4229b8fe
commit 46925c09d1
5 changed files with 194 additions and 66 deletions

View File

@@ -120,7 +120,7 @@ func (e *env) Draw(screen *ebiten.Image) error {
cam.Scale(scaleX, scaleY)
for _, record := range e.menu.Records {
if err := e.drawRecord(record, screen, cam); err != nil {
if err := e.drawRecordRecursive(record, screen, cam); err != nil {
return err
}
}
@@ -128,67 +128,82 @@ func (e *env) Draw(screen *ebiten.Image) error {
return nil
}
func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, offset ebiten.GeoM) error {
// Draw this record if it's valid to do so. FIXME: lots to learn
if len(record.SpriteId) >= 0 {
spriteId := record.SpriteId[0]
x := float64(record.X)
y := float64(record.Y)
// Maybe: we either give spriteid, or y,x,spriteId ? Unsure, doesn't seem
// to be needed for now
if len(record.SpriteId) == 3 {
// x = x + float64(record.SpriteId[1])
// y = y + float64(record.SpriteId[0])
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
}
if y < 0.0 {
y = 0.0
}
// FIXME: Need to handle multiple objects
obj := e.objects[0]
sprite, err := obj.Sprite(spriteId)
if err != nil {
return err
}
x = x + float64(sprite.XOffset)
y = y + float64(sprite.YOffset)
// Account for scaling
x, y = offset.Apply(x, y)
log.Printf(
"Drawing id=%v type=%v spriteid=%v x=%v(+%v) y=%v(%+v) desc=%q parent=%p",
record.Id, record.Type, spriteId, record.X, record.Y, sprite.XOffset, sprite.YOffset, record.Desc, record.Parent,
)
offset.Translate(x, y)
screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: offset})
// FIXME: we probably shouldn't draw everything?
// FIXME: handle multiple fonts
// if len(e.fonts) > 0 && record.Desc != "" {
// e.fonts[0].Output(screen, origOffset, record.Desc)
// }
func (e *env) drawRecordRecursive(record *menus.Record, screen *ebiten.Image, geo ebiten.GeoM) error {
if err := e.drawRecord(record, screen, geo); err != nil {
return err
}
out:
// Draw all children of this record
for _, child := range record.Children {
if err := e.drawRecord(child, screen, offset); err != nil {
if err := e.drawRecordRecursive(child, screen, geo); err != nil {
return err
}
}
return nil
}
// If the record has a "share" type, we can work out whether it's
func (e *env) isFocused(record *menus.Record, geo ebiten.GeoM) bool {
if record.Share < 0 {
return false
}
sprite, err := e.objects[0].Sprite(record.Share) // FIXME: need to handle multiple objects
if err != nil {
return false
}
invGeo := geo
invGeo.Invert()
cX, cY := ebiten.CursorPosition()
cursorX, cursorY := invGeo.Apply(float64(cX), float64(cY)) // Undo screen scaling
cursorPoint := image.Pt(int(cursorX), int(cursorY))
return cursorPoint.In(sprite.Rect)
}
func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, geo ebiten.GeoM) error {
// Draw this record if it's valid to do so. FIXME: lots to learn
spriteId := record.SelectSprite(
e.step/2,
ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft),
e.isFocused(record, geo),
)
if spriteId < 0 {
return nil
}
// X-CORD and Y-CORD are universally either 0 or -1, so ignore here.
// TODO: maybe 0 overrides in-sprite offset (set below)?
// FIXME: Need to handle multiple objects
obj := e.objects[0]
sprite, err := obj.Sprite(spriteId)
if err != nil {
return err
}
// Account for scaling, draw sprite at its specified offset
x, y := geo.Apply(float64(sprite.XOffset), float64(sprite.YOffset))
// log.Printf(
// "Drawing id=%v type=%v spriteid=%v x=%v(+%v) y=%v(%+v) desc=%q parent=%p",
// record.Id, record.Type, spriteId, record.X, record.Y, sprite.XOffset, sprite.YOffset, record.Desc, record.Parent,
// )
geo.Translate(x, y)
screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: geo})
// FIXME: we probably shouldn't draw everything?
// FIXME: handle multiple fonts
// if len(e.fonts) > 0 && record.Desc != "" {
// e.fonts[0].Output(screen, origOffset, record.Desc)
// }
return nil
}

View File

@@ -15,7 +15,8 @@ import (
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
objName = flag.String("obj", "", "Name of an .obj file, e.g. TZEENTCH")
objFile = flag.String("obj-file", "", "Path of an .obj file, e.g. ./orig/Obj/TZEENTCH.OBJ")
objName = flag.String("obj-name", "", "Name of an .obj file, e.g. TZEENTCH")
)
type env struct {
@@ -36,7 +37,7 @@ type state struct {
func main() {
flag.Parse()
if *gamePath == "" || *objName == "" {
if *gamePath == "" || (*objName == "" && *objFile == "") {
flag.Usage()
os.Exit(1)
}
@@ -46,9 +47,14 @@ func main() {
log.Fatal("Failed to set up asset store: %v", err)
}
obj, err := assets.Object(*objName)
var obj *assetstore.Object
if *objName != "" {
obj, err = assets.Object(*objName)
} else {
obj, err = assets.ObjectByPath(*objFile)
}
if err != nil {
log.Fatalf("Failed to load %s: %v", *objName, err)
log.Fatalf("Failed to load %s%s: %v", *objName, *objFile, err)
}
state := state{