Rework the UI framework

Interface is now Driver, and Widget is now a set of interfaces with a
struct per widget type. This should make it easier to add other types.
This commit is contained in:
2020-03-24 20:21:55 +00:00
parent bcee07e8f7
commit 69971b2825
14 changed files with 791 additions and 669 deletions

View File

@@ -1,20 +1,97 @@
package ui
import (
"github.com/hajimehoshi/ebiten"
"image"
"code.ur.gs/lupine/ordoor/internal/menus"
)
func init() {
registerBuilder(menus.TypeStatic, registerStatic)
registerBuilder(menus.TypeHypertext, registerHypertext)
registerBuilder(menus.TypeAnimationSample, registerAnimation)
}
// A non-interactive element is not a widget; it merely displays some pixels and
// may optionally have a tooltip for display within bounds.
//
// For non-animated non-interactive elements, just give them a single frame.
type noninteractive struct {
bounds image.Rectangle
frames animation
tooltip string
frames animation
rect image.Rectangle
hoverImpl
}
func (n *noninteractive) image(step int) *ebiten.Image {
return n.frames.image(step)
func registerStatic(d *Driver, r *menus.Record) error {
// FIXME: SpriteID takes precedence over SHARE if present, but is that right?
spriteId := r.Share
if len(r.SpriteId) > 0 && r.SpriteId[0] != -1 {
spriteId = r.SpriteId[0]
}
sprite, err := d.menu.Sprite(spriteId)
if err != nil {
return err
}
ni := &noninteractive{
frames: animation{sprite.Image},
hoverImpl: hoverImpl{text: r.Desc},
rect: sprite.Rect,
}
d.hoverables = append(d.hoverables, ni)
d.paintables = append(d.paintables, ni)
return nil
}
func registerHypertext(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.Share)
if err != nil {
return err
}
ni := &noninteractive{
frames: nil,
hoverImpl: hoverImpl{text: r.Desc},
rect: sprite.Rect,
}
d.hoverables = append(d.hoverables, ni)
return nil
}
// An animation is a non-interactive element that displays something in a loop
func registerAnimation(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.SpriteId[0])
if err != nil {
return err
}
frames, err := d.menu.Images(r.SpriteId[0], r.DrawType)
if err != nil {
return err
}
ani := &noninteractive{
frames: animation(frames),
hoverImpl: hoverImpl{text: r.Desc},
rect: sprite.Rect,
}
d.hoverables = append(d.hoverables, ani)
d.paintables = append(d.paintables, ani)
return nil
}
func (n *noninteractive) bounds() image.Rectangle {
return n.rect
}
func (n *noninteractive) regions(tick int) []region {
return oneRegion(n.bounds().Min, n.frames.image(tick))
}