Get character stats (kind of) displaying in-scenario

This commit is contained in:
2020-06-13 18:11:45 +01:00
parent 3b7cfb6ecc
commit 4d336b9189
11 changed files with 137 additions and 24 deletions

View File

@@ -32,12 +32,13 @@ type noninteractive struct {
hoverImpl
}
// Paint some text to screen
// Paint some text to screen, possibly settable
type label struct {
align AlignMode
rect image.Rectangle
text string
font *assetstore.Font
locator string
align AlignMode
rect image.Rectangle
font *assetstore.Font
valueImpl
}
// This particular animation has entry and exit sequences, which are invoked
@@ -109,6 +110,33 @@ func (d *Driver) buildHypertext(p *menus.Properties) (*noninteractive, *Widget,
return ni, widget, nil
}
func (d *Driver) buildClickText(p *menus.Properties) (*noninteractive, *Widget, error) {
ni, err := d.buildNoninteractive(p)
if err != nil {
return nil, nil, err
}
fnt := d.menu.Font(p.FontType/10 - 1)
// FIXME: is this always right? Seems to make sense for Main.mnu
ni.label = &label{
locator: ni.locator,
font: fnt,
rect: ni.rect, // We will be centered by default
// Starts with no text. The text specified in the menu is hovertext
}
widget := &Widget{
Locator: ni.locator,
Active: p.Active,
ownClickables: []clickable{ni},
ownPaintables: []paintable{ni},
ownValueables: []valueable{ni.label},
}
return ni, widget, nil
}
// An overlay is a static image + some text that needs to be rendered
func (d *Driver) buildOverlay(p *menus.Properties) (*noninteractive, *Widget, error) {
ni, err := d.buildNoninteractive(p)
@@ -127,9 +155,9 @@ func (d *Driver) buildOverlay(p *menus.Properties) (*noninteractive, *Widget, er
fnt := d.menu.Font(p.FontType/10 - 1)
ni.label = &label{
font: fnt,
rect: ni.rect, // We will be centered by default
text: p.Text,
font: fnt,
rect: ni.rect, // We will be centered by default
valueImpl: valueImpl{str: p.Text},
}
} else {
log.Printf("Overlay without text detected in %v", p.Locator)
@@ -253,6 +281,10 @@ func (a *animationHover) setHoverState(value bool) {
a.hoverImpl.setHoverState(value)
}
func (l *label) id() string {
return l.locator
}
// Top-left of where to start drawing the text. We want it to appear to be in
// the centre of the rect.
//
@@ -260,7 +292,7 @@ func (a *animationHover) setHoverState(value bool) {
func (l *label) pos() image.Point {
pos := l.rect.Min
textRect := l.font.CalculateBounds(l.text)
textRect := l.font.CalculateBounds(l.str)
// Centre the text horizontally
if l.align == AlignModeCentre {
@@ -287,7 +319,7 @@ func (l *label) regions(tick int) []region {
pt := l.pos()
for _, r := range l.text {
for _, r := range l.str {
glyph, err := l.font.Glyph(r)
if err != nil {
log.Printf("FIXME: ignoring misssing glyph %v", r)