Make the menu buttons work
This commit is contained in:
@@ -120,7 +120,7 @@ func (e *env) Draw(screen *ebiten.Image) error {
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cam.Scale(scaleX, scaleY)
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cam.Scale(scaleX, scaleY)
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for _, record := range e.menu.Records {
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for _, record := range e.menu.Records {
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if err := e.drawRecord(record, screen, cam); err != nil {
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if err := e.drawRecordRecursive(record, screen, cam); err != nil {
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return err
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return err
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}
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}
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}
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}
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@@ -128,67 +128,82 @@ func (e *env) Draw(screen *ebiten.Image) error {
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return nil
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return nil
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}
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}
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func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, offset ebiten.GeoM) error {
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func (e *env) drawRecordRecursive(record *menus.Record, screen *ebiten.Image, geo ebiten.GeoM) error {
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// Draw this record if it's valid to do so. FIXME: lots to learn
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if err := e.drawRecord(record, screen, geo); err != nil {
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if len(record.SpriteId) >= 0 {
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return err
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spriteId := record.SpriteId[0]
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x := float64(record.X)
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y := float64(record.Y)
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// Maybe: we either give spriteid, or y,x,spriteId ? Unsure, doesn't seem
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// to be needed for now
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if len(record.SpriteId) == 3 {
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// x = x + float64(record.SpriteId[1])
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// y = y + float64(record.SpriteId[0])
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spriteId = record.SpriteId[2]
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}
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// FIXME: some here are set at -1. Presume that means don't draw.
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if spriteId < 0 {
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goto out
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}
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// FIXME: some are set at -1, -1. No idea why. Origin?
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if x < 0.0 {
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x = 0.0
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}
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if y < 0.0 {
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y = 0.0
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}
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// FIXME: Need to handle multiple objects
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obj := e.objects[0]
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sprite, err := obj.Sprite(spriteId)
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if err != nil {
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return err
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}
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x = x + float64(sprite.XOffset)
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y = y + float64(sprite.YOffset)
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// Account for scaling
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x, y = offset.Apply(x, y)
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log.Printf(
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"Drawing id=%v type=%v spriteid=%v x=%v(+%v) y=%v(%+v) desc=%q parent=%p",
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record.Id, record.Type, spriteId, record.X, record.Y, sprite.XOffset, sprite.YOffset, record.Desc, record.Parent,
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)
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offset.Translate(x, y)
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screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: offset})
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// FIXME: we probably shouldn't draw everything?
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// FIXME: handle multiple fonts
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// if len(e.fonts) > 0 && record.Desc != "" {
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// e.fonts[0].Output(screen, origOffset, record.Desc)
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// }
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}
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}
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out:
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// Draw all children of this record
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// Draw all children of this record
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for _, child := range record.Children {
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for _, child := range record.Children {
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if err := e.drawRecord(child, screen, offset); err != nil {
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if err := e.drawRecordRecursive(child, screen, geo); err != nil {
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return err
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return err
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}
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}
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}
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}
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return nil
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return nil
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}
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}
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// If the record has a "share" type, we can work out whether it's
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func (e *env) isFocused(record *menus.Record, geo ebiten.GeoM) bool {
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if record.Share < 0 {
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return false
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}
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sprite, err := e.objects[0].Sprite(record.Share) // FIXME: need to handle multiple objects
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if err != nil {
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return false
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}
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invGeo := geo
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invGeo.Invert()
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cX, cY := ebiten.CursorPosition()
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cursorX, cursorY := invGeo.Apply(float64(cX), float64(cY)) // Undo screen scaling
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cursorPoint := image.Pt(int(cursorX), int(cursorY))
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return cursorPoint.In(sprite.Rect)
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}
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func (e *env) drawRecord(record *menus.Record, screen *ebiten.Image, geo ebiten.GeoM) error {
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// Draw this record if it's valid to do so. FIXME: lots to learn
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spriteId := record.SelectSprite(
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e.step/2,
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ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft),
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e.isFocused(record, geo),
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)
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if spriteId < 0 {
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return nil
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}
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// X-CORD and Y-CORD are universally either 0 or -1, so ignore here.
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// TODO: maybe 0 overrides in-sprite offset (set below)?
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// FIXME: Need to handle multiple objects
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obj := e.objects[0]
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sprite, err := obj.Sprite(spriteId)
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if err != nil {
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return err
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}
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// Account for scaling, draw sprite at its specified offset
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x, y := geo.Apply(float64(sprite.XOffset), float64(sprite.YOffset))
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// log.Printf(
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// "Drawing id=%v type=%v spriteid=%v x=%v(+%v) y=%v(%+v) desc=%q parent=%p",
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// record.Id, record.Type, spriteId, record.X, record.Y, sprite.XOffset, sprite.YOffset, record.Desc, record.Parent,
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// )
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geo.Translate(x, y)
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screen.DrawImage(sprite.Image, &ebiten.DrawImageOptions{GeoM: geo})
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// FIXME: we probably shouldn't draw everything?
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// FIXME: handle multiple fonts
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// if len(e.fonts) > 0 && record.Desc != "" {
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// e.fonts[0].Output(screen, origOffset, record.Desc)
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// }
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return nil
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}
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@@ -15,7 +15,8 @@ import (
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var (
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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objName = flag.String("obj", "", "Name of an .obj file, e.g. TZEENTCH")
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objFile = flag.String("obj-file", "", "Path of an .obj file, e.g. ./orig/Obj/TZEENTCH.OBJ")
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objName = flag.String("obj-name", "", "Name of an .obj file, e.g. TZEENTCH")
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)
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)
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type env struct {
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type env struct {
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@@ -36,7 +37,7 @@ type state struct {
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func main() {
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func main() {
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flag.Parse()
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flag.Parse()
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if *gamePath == "" || *objName == "" {
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if *gamePath == "" || (*objName == "" && *objFile == "") {
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flag.Usage()
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flag.Usage()
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os.Exit(1)
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os.Exit(1)
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}
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}
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@@ -46,9 +47,14 @@ func main() {
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log.Fatal("Failed to set up asset store: %v", err)
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log.Fatal("Failed to set up asset store: %v", err)
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}
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}
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obj, err := assets.Object(*objName)
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var obj *assetstore.Object
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if *objName != "" {
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obj, err = assets.Object(*objName)
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} else {
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obj, err = assets.ObjectByPath(*objFile)
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}
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if err != nil {
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if err != nil {
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log.Fatalf("Failed to load %s: %v", *objName, err)
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log.Fatalf("Failed to load %s%s: %v", *objName, *objFile, err)
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}
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}
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state := state{
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state := state{
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@@ -201,3 +201,64 @@ This seems to be done by choosing a different sprite to draw every N ticks. They
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are laid out sequentially, but I don't yet know how to animate them. It's likely
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are laid out sequentially, but I don't yet know how to animate them. It's likely
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to be the same approach as used for other obj files.
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to be the same approach as used for other obj files.
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Looking at Main.mnu, it points at the object fail Main.obj. This has 118
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sprites, which can be described as follows:
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| Start | Count | Desc |
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| ------ | ----- | ---- |
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| 0 | 1 | Background image |
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| 1 | 3 | New game button: base, pressed, disabled |
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| 4 | 3 | Load game button: base, pressed, disabled |
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| 7 | 3 | Multiplayer button: base, pressed, disabled |
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| 10 | 3 | Settings button: base, pressed, disabled |
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| 13 | 3 | Quit button: base, pressed, disabled |
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| 16 | 20 | New game button: 20 animation frames |
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| 36 | 20 | Load game button: 20 animation frames |
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| 56 | 20 | Multiplayer button: 20 animation frames |
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| 76 | 20 | Settings button: 20 animation frames |
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| 96 | 20 | Quit button: 20 animation frames |
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| 116 | 1 | Section of background ("Menu title") |
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| 117 | 1 | Version hotspot |
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So we have 5 buttons with very similar characteristics, but at different sprite
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offsets, and two distinct ranges per button, plus some others. Here's some
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attributes plucked from `Main.mnu`:
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| Name | (SUB)MENUTYPE | "Active" | "SPRITEID" | "DRAW TYPE" | "SHARE" |
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| ---------- | ------------- | -------- | ---------- | ----------- | ------- |
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| Background | 1 | 1 | 0 | 0 | -1 |
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| Start menu | 1 | 1 | -1 | 0 | -1 |
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| New game | 228 | 1,0 | 16,-1,1 | 20 | 1 |
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| Load game | 228 | 1,0 | 36,-1,4 | 20 | 4 |
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| MP game | 228 | 1,0 | 56,-1,7 | 20 | 7 |
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| Options | 228 | 1,0 | 76,-1,10 | 20 | 10 |
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| Quit | 228 | 1,0 | 96,-1,13 | 20 | 13 |
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| Menu title | 61 | 1 | -1 | 0 | 116 |
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| V hotspot | 61 | 1 | -1 | 0 | 117 |
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The buttons, menu title and version hotspot are submenus of the start menu.
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### `MENUTYPE`
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This is the only menu where we see a type of 228. ~750 other unique values are
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observed, suggesting structure. For instance, we have `24`, `240`, `241` and
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`2410`, but not `2411` or `2409`. Sometimes we have a comma-separated list,
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e.g.: `400,30,-1,5`.
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### `ACTIVE`
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There are only 4 values seen across all menus: `0`, `1`, `1,0`, `102` and `1,1`.
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Perhaps this represents possible states?
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### Sprite selection
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For the background (`MENUTYPE: 1`), this points simply at the sprite index in
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the object file. For the start menu, it's `-1` (no sprite, I assume). For the
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menu title and version hotspot (`MENUTYPE: 61`, it's `-1` too.
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For the buttons, it's a list pointing to the start of the 20 animated frames,
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`-1`, then the start of the 3 static frames.
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`DRAW TYPE` is the number of animated frames. We only use the animated frames
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when the button is focused. `SHARE` repeats the start of the static frames, and
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is the only place they're found for the menu title and version hotspot.
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@@ -2,6 +2,7 @@ package assetstore
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import (
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import (
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"fmt"
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"fmt"
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"image"
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"log"
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"log"
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"path/filepath"
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"path/filepath"
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"strings"
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"strings"
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@@ -23,12 +24,13 @@ type Object struct {
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type Sprite struct {
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type Sprite struct {
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obj *Object
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obj *Object
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ID string
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XOffset int // TODO: replace these everywhere with Rect
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XOffset int
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YOffset int
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YOffset int
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Width int
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Width int
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Height int
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Height int
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ID string
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Rect image.Rectangle
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Image *ebiten.Image
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Image *ebiten.Image
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}
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}
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@@ -106,13 +108,21 @@ func (o *Object) Sprite(idx int) (*Sprite, error) {
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return nil, err
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return nil, err
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}
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}
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rect := image.Rect(
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int(raw.XOffset),
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int(raw.YOffset),
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int(raw.XOffset+raw.Width),
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int(raw.YOffset+raw.Height),
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)
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sprite := &Sprite{
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sprite := &Sprite{
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ID: fmt.Sprintf("%v:%v", o.raw.Name, idx),
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ID: fmt.Sprintf("%v:%v", o.raw.Name, idx),
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obj: o,
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obj: o,
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Width: int(raw.Width),
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Width: rect.Dx(),
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Height: int(raw.Width),
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Height: rect.Dy(),
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XOffset: int(raw.XOffset),
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XOffset: rect.Min.X,
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YOffset: int(raw.YOffset),
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YOffset: rect.Min.Y,
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Rect: rect,
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Image: img,
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Image: img,
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}
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}
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@@ -10,15 +10,24 @@ import (
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"code.ur.gs/lupine/ordoor/internal/util/asciiscan"
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"code.ur.gs/lupine/ordoor/internal/util/asciiscan"
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)
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)
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const (
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TypeStatic = 0
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TypeMenu = 1
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TypeOverlay = 61
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TypeMainButton = 228
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)
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type Record struct {
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type Record struct {
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Parent *Record
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Parent *Record
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Children []*Record
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Children []*Record
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Id int
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Id int
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Type int
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Type int
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DrawType int
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FontType int
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FontType int
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Active bool
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Active bool
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SpriteId []int
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SpriteId []int
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Share int
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X int
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X int
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Y int
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Y int
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Desc string
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Desc string
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@@ -161,6 +170,29 @@ func (r *Record) Toplevel() *Record {
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return r
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return r
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}
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}
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func (r *Record) SelectSprite(step int, pressed, focused bool) int {
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switch r.Type {
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case TypeStatic:
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return r.SpriteId[0]
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case TypeMenu:
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return r.SpriteId[0] // Probably -1
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case TypeOverlay:
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return r.Share
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case TypeMainButton:
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// A main button has 4 states: unfocused, focused (animated), mousedown, disabled
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if focused && pressed {
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return r.Share + 1
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} else if focused {
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return r.SpriteId[0] + (step % r.DrawType)
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}
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// TODO: disabled
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return r.Share
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}
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return -1
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}
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func setProperty(r *Record, k, v string) {
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func setProperty(r *Record, k, v string) {
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vSplit := strings.Split(v, ",")
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vSplit := strings.Split(v, ",")
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vInt, _ := strconv.Atoi(v)
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vInt, _ := strconv.Atoi(v)
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@@ -187,6 +219,10 @@ func setProperty(r *Record, k, v string) {
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r.Desc = v
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r.Desc = v
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case "FONTTYPE":
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case "FONTTYPE":
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r.FontType = vInt
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r.FontType = vInt
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case "DRAW TYPE":
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r.DrawType = vInt
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case "SHARE":
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r.Share = vInt
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default:
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default:
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r.properties[k] = v
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r.properties[k] = v
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}
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}
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Reference in New Issue
Block a user