Allow dialogues to be hidden or shown

To do this, MENU and SUBMENU are split into two types (at last), and
a Widget type is introduced. This should allow lots of code to be
removed at some point.
This commit is contained in:
2020-04-14 03:14:49 +01:00
parent dc131939f4
commit 786d261f98
18 changed files with 1034 additions and 847 deletions

View File

@@ -1,6 +1,7 @@
package ui
import (
"fmt"
"image"
"log"
@@ -15,22 +16,14 @@ const (
AlignModeLeft AlignMode = 1
)
func init() {
registerBuilder(menus.TypeStatic, registerStatic) // MainGame has a hypertext child
registerBuilder(menus.TypeHypertext, noChildren(registerHypertext))
registerBuilder(menus.TypeOverlay, noChildren(registerOverlay))
registerBuilder(menus.TypeAnimationSample, noChildren(registerAnimation))
registerBuilder(menus.TypeAnimationHover, noChildren(registerAnimationHover))
}
// 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 {
path string
frames animation
rect image.Rectangle
locator string
frames animation
rect image.Rectangle
// Some non-interactives, e.g., overlays, are an image + text to be shown
label *label
@@ -58,145 +51,153 @@ type animationHover struct {
closing bool
}
func registerStatic(d *Driver, r *menus.Record) ([]*menus.Record, error) {
_, err := registerNoninteractive(d, r)
return r.Children, err
}
func registerNoninteractive(d *Driver, r *menus.Record) (*noninteractive, 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]
func (d *Driver) buildNoninteractive(p *menus.Properties) (*noninteractive, error) {
// FIXME: SpriteID takes precedence over SHARE if present, but is that
// always right?
spriteId := p.BaseSpriteID()
if spriteId < 0 {
return nil, fmt.Errorf("No base sprite for %v", p.Locator)
}
sprite, err := d.menu.Sprite(r.ObjectIdx, spriteId)
sprite, err := d.menu.Sprite(p.ObjectIdx, spriteId)
if err != nil {
return nil, err
}
ni := &noninteractive{
path: r.Path(),
frames: animation{sprite.Image},
hoverImpl: hoverImpl{text: r.Text},
rect: sprite.Rect,
locator: p.Locator,
frames: animation{sprite.Image},
rect: sprite.Rect,
}
d.hoverables = append(d.hoverables, ni)
d.paintables = append(d.paintables, ni)
return ni, nil
}
func registerHypertext(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.Share)
func (d *Driver) buildStatic(p *menus.Properties) (*noninteractive, *Widget, error) {
ni, err := d.buildNoninteractive(p)
if err != nil {
return err
return nil, nil, err
}
ni := &noninteractive{
path: r.Path(),
hoverImpl: hoverImpl{text: r.Text},
rect: sprite.Rect,
ni.hoverImpl.text = p.Text
widget := &Widget{
Locator: ni.locator,
ownHoverables: []hoverable{ni},
ownPaintables: []paintable{ni},
}
d.clickables = append(d.clickables, ni)
d.hoverables = append(d.hoverables, ni)
return ni, widget, nil
}
return nil
func (d *Driver) buildHypertext(p *menus.Properties) (*noninteractive, *Widget, error) {
ni, err := d.buildNoninteractive(p)
if err != nil {
return nil, nil, err
}
// FIXME: check if this is still needed on the bridge -> briefing transition
widget := &Widget{
Locator: ni.locator,
ownClickables: []clickable{ni},
ownHoverables: []hoverable{ni},
}
return ni, widget, nil
}
// An overlay is a static image + some text that needs to be rendered
func registerOverlay(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.Share)
func (d *Driver) buildOverlay(p *menus.Properties) (*noninteractive, *Widget, error) {
ni, err := d.buildNoninteractive(p)
if err != nil {
return err
return nil, nil, err
}
ni := &noninteractive{
path: r.Path(),
frames: animation{sprite.Image},
rect: sprite.Rect,
widget := &Widget{
Locator: ni.locator,
ownPaintables: []paintable{ni},
}
d.paintables = append(d.paintables, ni)
if r.Text != "" {
if p.Text != "" {
// FIXME: is this always right? Seems to make sense for Main.mnu
fnt := d.menu.Font(r.FontType/10 - 1)
fnt := d.menu.Font(p.FontType/10 - 1)
ni.label = &label{
font: fnt,
rect: ni.rect, // We will be centered by default
text: r.Text,
text: p.Text,
}
} else {
log.Printf("Overlay without text detected: %#+v", r)
log.Printf("Overlay without text detected in %v", p.Locator)
}
return nil
return ni, widget, 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.ObjectIdx, r.SpriteId[0])
func (d *Driver) buildAnimationSample(p *menus.Properties) (*noninteractive, *Widget, error) {
sprite, err := d.menu.Sprite(p.ObjectIdx, p.SpriteId[0])
if err != nil {
return err
return nil, nil, err
}
frames, err := d.menu.Images(r.ObjectIdx, r.SpriteId[0], r.DrawType)
frames, err := d.menu.Images(p.ObjectIdx, p.SpriteId[0], p.DrawType)
if err != nil {
return err
return nil, nil, err
}
ani := &noninteractive{
path: r.Path(),
locator: p.Locator,
frames: animation(frames),
hoverImpl: hoverImpl{text: r.Text},
hoverImpl: hoverImpl{text: p.Text},
rect: sprite.Rect,
}
d.hoverables = append(d.hoverables, ani)
d.paintables = append(d.paintables, ani)
widget := &Widget{
ownHoverables: []hoverable{ani},
ownPaintables: []paintable{ani},
}
return nil
return ani, widget, nil
}
func registerAnimationHover(d *Driver, r *menus.Record) error {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.SpriteId[0])
func (d *Driver) buildAnimationHover(p *menus.Properties) (*animationHover, *Widget, error) {
sprite, err := d.menu.Sprite(p.ObjectIdx, p.SpriteId[0])
if err != nil {
return err
return nil, nil, err
}
enterFrames, err := d.menu.Images(r.ObjectIdx, r.SpriteId[0], r.DrawType)
enterFrames, err := d.menu.Images(p.ObjectIdx, p.SpriteId[0], p.DrawType)
if err != nil {
return err
return nil, nil, err
}
exitFrames, err := d.menu.Images(r.ObjectIdx, r.SpriteId[0]+r.DrawType, r.DrawType)
exitFrames, err := d.menu.Images(p.ObjectIdx, p.SpriteId[0]+p.DrawType, p.DrawType)
if err != nil {
return err
return nil, nil, err
}
ani := &animationHover{
noninteractive: noninteractive{
path: r.Path(),
locator: p.Locator,
frames: animation(enterFrames),
hoverImpl: hoverImpl{text: r.Text},
hoverImpl: hoverImpl{text: p.Text},
rect: sprite.Rect,
},
exitFrames: animation(exitFrames),
}
d.hoverables = append(d.hoverables, ani)
d.paintables = append(d.paintables, ani)
widget := &Widget{
ownHoverables: []hoverable{ani},
ownPaintables: []paintable{ani},
}
return nil
return ani, widget, nil
}
func (n *noninteractive) id() string {
return n.path
return n.locator
}
func (n *noninteractive) bounds() image.Rectangle {