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

@@ -157,24 +157,24 @@ func loadMenus() {
for _, menu := range menus { for _, menu := range menus {
fmt.Printf(" * `%s`: objects=%v fonts=%v\n", menu.Name, menu.ObjectFiles, menu.FontNames) fmt.Printf(" * `%s`: objects=%v fonts=%v\n", menu.Name, menu.ObjectFiles, menu.FontNames)
for _, record := range menu.Records {
displayRecord(record, 2) for _, group := range menu.Groups {
// TODO: display group
for _, record := range group.Records {
displayRecord(record, 2)
}
} }
} }
} }
func displayRecord(record *menus.Record, depth int) { func displayRecord(record *menus.Record, depth int) {
content := fmt.Sprintf("id=%v type=%v sprite=%v", record.Id, record.Type, record.SpriteId) content := fmt.Sprintf("id=%v type=%v sprite=%v", record.ID, record.Type, record.SpriteId)
if !record.Active { if !record.Active {
content = "(" + content + ")" content = "(" + content + ")"
} }
fmt.Printf("%s* %s\n", strings.Repeat(" ", depth), content) fmt.Printf("%s* %s\n", strings.Repeat(" ", depth), content)
for _, child := range record.Children {
displayRecord(child, depth+1)
}
} }
func loadFonts() { func loadFonts() {

View File

@@ -5,6 +5,8 @@ import (
"log" "log"
"os" "os"
"github.com/hajimehoshi/ebiten"
"code.ur.gs/lupine/ordoor/internal/assetstore" "code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/ui" "code.ur.gs/lupine/ordoor/internal/ui"
) )
@@ -17,6 +19,12 @@ var (
winY = flag.Int("win-y", 1024, "Pre-scaled window Y dimension") winY = flag.Int("win-y", 1024, "Pre-scaled window Y dimension")
) )
type dlg struct {
driver *ui.Driver
list []string
pos int
}
func main() { func main() {
flag.Parse() flag.Parse()
@@ -45,7 +53,38 @@ func main() {
log.Fatal("Couldn't create window: %v", err) log.Fatal("Couldn't create window: %v", err)
} }
// Change the active dialogue
dialogues := driver.Dialogues()
if len(dialogues) > 0 {
dlg := &dlg{
driver: driver,
list: dialogues,
}
win.OnKeyUp(ebiten.KeyLeft, dlg.changeDialogue(-1))
win.OnKeyUp(ebiten.KeyRight, dlg.changeDialogue(+1))
for i, dialogue := range dlg.list {
log.Printf("Dialogue %v: %v", i, dialogue)
}
}
if err := win.Run(); err != nil { if err := win.Run(); err != nil {
log.Fatal(err) log.Fatal(err)
} }
} }
func (d *dlg) changeDialogue(by int) func() {
return func() {
newPos := d.pos + by
if newPos < 0 || newPos > len(d.list)-1 {
log.Printf("Hiding dialogue %v: %q", d.pos, d.list[d.pos])
d.driver.HideDialogue()
return
}
locator := d.list[newPos]
log.Printf("Showing dialogue %v: %q", newPos, locator)
d.driver.ShowDialogue(locator)
d.pos = newPos
}
}

View File

@@ -140,59 +140,71 @@ files.
## `MENUTYPE` ## `MENUTYPE`
Here's the full list of Here's the full list of values for `MENUTYPE`:
| Value | Meaning |
| ----- | ------------ |
| 0 | `Background` |
| 1 | `Menu` |
| 2 | `DragMenu` |
| 3 | `RadioMenu` ??? - only seen in `LevelPly` and `LoadGame` around select-one items |
| 45 | `MainBackground` ??? - only seen in `MainGame` and `MainGameChaos` |
| 300 | `Dialogue` |
The `MENUTYPE` acts as a logical grouping of a set of objects onscreen, and
gives strong hints about how to handle their children.
## `SUBMENUTYPE` ## `SUBMENUTYPE`
## (Sub)menu types
The types seem to refer to different types of UI widget. Here's a list of unique The types seem to refer to different types of UI widget. Here's a list of unique
values: values:
| Value | Meaning | | Value | Meaning |
|-------|---------| |-------|---------|
| 0 | Background | | 3 | `Button` |
| 1 | Logical menu grouping? | | 30 | `DoorHotspot1` |
| 2 | ? | | 31 | `DoorHotspot2` |
| 3 | Standard button? | | 40 | `LineKbd` |
| 30 | Equipment? | | 41 | `LineBriefing` |
| 31 | "Character helmet" / "Slot" | | 45 | `Thumb` |
| 40 | "X Line Y" | | 50 | `InvokeButton` |
| 41 | "X Line Y" | | 60 | `DoorHotspot3` |
| 45 | ? | | 61 | `Overlay` |
| 45,10,11,9 | ? | | 70 | `Hypertext` |
| 45,11,12,10 | ? | | 91 | `Checkbox` |
| 45,14,15,13 | ? | | 100 | `EditBox` |
| 45,17,18,16 | ? | | 110 | `InventorySelect` |
| 45,3,4,2 | ? | | 120 | `RadioButton` |
| 45,5,6,4 | ? | | 200 | `DropdownButton` |
| 45,6,7,5 | ? | | 205 | `ComboBoxItem` |
| 45,7,8,6 | ? | | 220 | `AnimationSample` |
| 45,8,9,7 | ? | | 221 | `AnimationHover` |
| 45,9,10,8 | ? | | 228 | `MainButton` |
| 50 | ? | | 232 | `Slider` |
| 60 | Other text to display? (`UltEquip.mnu`) | | 233 | `StatusBar` |
| 61 | Text to display | | 400 | `ListBoxUp` |
| 70 | Hypertext to display | | 405 | `ListBoxDown` |
| 91 | ? |
| 100 | ? | `400`, `405`, and `45`, can all accept 4 values for `SUBMENUTYPE` in a
| 110 | ? | comma-separated list. These records combine to form a `TListBox` control, with a
| 120 | ? | number of visible slots that act as a viewport. There is a draggable vertical
| 200 | Drop-down button? | slider (the "thumb") to show where in the full list the viewport is, and up +
| 205 | Single list box item? | down buttons to move the position of the thumb by one, so it's feasible that
| 220 | Psyker power? | these values tell us about the available steps.
| 221 | Page? |
| 228 | Big buttons in `Main.mnu` | Here are the values in `Briefing.mnu`:
| 232 | ? |
| 233 | ? | ```
| 300 | Pop-up dialog box | #rem..........List Box Menu
| 400,0,0,{8, 16} | ? | MENUTYPE : 1 # List Box Menu
| 400,22,22,{2, 4, 5, 6, 7, 8, 9, 9, 10, 13, 16} | ? | SUBMENUTYPE: 400,22,22,13 # Scroll Up
| 400,30,-1,5 | ? | SUBMENUTYPE: 405,22,22,13 # Scroll Down
| 405,0,0,{8, 16} | ? | SUBMENUTYPE: 45, 14,15,13 # Thumb
| 405,22,22,{2, 4, 5, 6, 7, 8, 9, 10, 13, 16} | ? | ```
| 405,30,-1,5 | ? |
There are 13 elements in this listbox, which sorts out the fourth number (but
what is it used for?). The other two need more investigation.
## Positioning ## Positioning
@@ -205,6 +217,9 @@ successfully, for instance:
![](img/Options.mnu.png) ![](img/Options.mnu.png)
However, it's *not* sufficient to put all the items for `MainGame.mnu` in the
right place.
## Animation ## Animation
This seems to be done by choosing a different sprite to draw every N ticks. They This seems to be done by choosing a different sprite to draw every N ticks. They
@@ -248,36 +263,6 @@ attributes plucked from `Main.mnu`:
The buttons, menu title and version hotspot are submenus of the start menu. The buttons, menu title and version hotspot are submenus of the start menu.
### `MENUTYPE`
This is the only menu where we see a type of 228. ~750 other unique values are
observed, suggesting structure. For instance, we have `24`, `240`, `241` and
`2410`, but not `2411` or `2409`. Sometimes we have a comma-separated list,
e.g.: `400,30,-1,5`.
A listing of some currently-known values:
| Value | Type |
| ----- | ---------------- |
| 0 | Static image |
| 1 | Menu |
| 3 | Button |
| 45 | Thumb |
| 50 | Invoke? Button? |
| 61 | "Overlay" |
| 70 | "Hypertext" |
| 91 | Checkbox |
| 220 | Animation sample |
| 228 | Main menu button |
| 232 | Slider |
Hypothesis: `MENUTYPE` and `SUBMENUTYPE` are actually distinct lists of values.
So far, I've been treating them as the same thing, but, e.g., `MainGame.mnu` has
a `MENUTYPE: 45` which is labelled "MAIN BACKGROUND", while `SUBMENUTYPE: 45`
is tentatively labelled a "thumb" and used in text boxes. There are also a few
cases where I've had to manually override the `MENUTYPE` because it coincides
with `Button`.
### `ACTIVE` ### `ACTIVE`
There are only 4 values seen across all menus: `0`, `1`, `1,0`, `102` and `1,1`. There are only 4 values seen across all menus: `0`, `1`, `1,0`, `102` and `1,1`.

View File

@@ -16,8 +16,8 @@ type Menu struct {
} }
// FIXME: don't expose this // FIXME: don't expose this
func (m *Menu) Records() []*menus.Record { func (m *Menu) Groups() []*menus.Group {
return m.raw.Records return m.raw.Groups
} }
// FIXME: don't expose this // FIXME: don't expose this

View File

@@ -4,7 +4,6 @@ import (
"fmt" "fmt"
"image/color" "image/color"
"io/ioutil" "io/ioutil"
"log"
"path/filepath" "path/filepath"
"strconv" "strconv"
"strings" "strings"
@@ -13,38 +12,44 @@ import (
"code.ur.gs/lupine/ordoor/internal/util/asciiscan" "code.ur.gs/lupine/ordoor/internal/util/asciiscan"
) )
// MenuType tells us what sort of Group we have
type MenuType int type MenuType int
// SubMenuType tells us what sort of Record we have
type SubMenuType int
const ( const (
TypeStatic MenuType = 0 TypeStatic MenuType = 0
TypeMenu MenuType = 1 TypeMenu MenuType = 1
TypeDragMenu MenuType = 2 // Only seen in Configure_Vehicle_{Chaos,Ultra} TypeDragMenu MenuType = 2 // Only seen in Configure_Vehicle_{Chaos,Ultra}
TypeRadioMenu MenuType = 3 // ???
TypeMainBackground MenuType = 45 // ???
TypeDialogue MenuType = 300
TypeSimpleButton MenuType = 3 SubTypeSimpleButton SubMenuType = 3
TypeDoorHotspot MenuType = 30 // Like a button I guess? "FONTTYPE is animation speed" SubTypeDoorHotspot1 SubMenuType = 30 // Like a button I guess? "FONTTYPE is animation speed"
TypeDoorHotspot2 MenuType = 31 // Seems like a duplicate of the above? What's different? SubTypeDoorHotspot2 SubMenuType = 31 // Seems like a duplicate of the above? What's different?
TypeLineKbd MenuType = 40 SubTypeLineKbd SubMenuType = 40
TypeThumb MenuType = 45 // A "thumb" appears to be a vertical slider SubTypeLineBriefing SubMenuType = 41
TypeLineBriefing MenuType = 41 SubTypeThumb SubMenuType = 45 // A "thumb" appears to be a vertical slider
TypeInvokeButton MenuType = 50 SubTypeInvokeButton SubMenuType = 50
TypeDoorHotspot3 MenuType = 60 // Maybe? Appears in Arrange.mnu SubTypeDoorHotspot3 SubMenuType = 60 // Maybe? Appears in Arrange.mnu
TypeOverlay MenuType = 61 SubTypeOverlay SubMenuType = 61
TypeHypertext MenuType = 70 SubTypeHypertext SubMenuType = 70
TypeCheckbox MenuType = 91 SubTypeCheckbox SubMenuType = 91
TypeEditBox MenuType = 100 SubTypeEditBox SubMenuType = 100
TypeInventorySelect MenuType = 110 SubTypeInventorySelect SubMenuType = 110
TypeRadioButton MenuType = 120 SubTypeRadioButton SubMenuType = 120
TypeDropdownButton MenuType = 200 SubTypeDropdownButton SubMenuType = 200
TypeComboBoxItem MenuType = 205 SubTypeComboBoxItem SubMenuType = 205
TypeAnimationSample MenuType = 220 SubTypeAnimationSample SubMenuType = 220
TypeAnimationHover MenuType = 221 // FONTTYPE is animation speed. Only animate when hovered SubTypeAnimationHover SubMenuType = 221 // FONTTYPE is animation speed. Only animate when hovered
TypeMainButton MenuType = 228 SubTypeMainButton SubMenuType = 228
TypeSlider MenuType = 232 SubTypeSlider SubMenuType = 232
TypeStatusBar MenuType = 233 SubTypeStatusBar SubMenuType = 233
TypeDialogue MenuType = 300
TypeListBoxUp MenuType = 400 // FIXME: these have multiple items in MENUTYPE SubTypeListBoxUp SubMenuType = 400 // FIXME: these have multiple items in SUBMENUTYPE
TypeListBoxDown MenuType = 405 SubTypeListBoxDown SubMenuType = 405
) )
// FIXME: certain elements - especially overlays - don't have a DESC specified // FIXME: certain elements - especially overlays - don't have a DESC specified
@@ -64,46 +69,11 @@ var TextOverrides = map[string]string{
"main:2.7": "0.1-ordoor", "main:2.7": "0.1-ordoor",
} }
// FIXME: The menu is specified as type 2 (button) in these cases, which is var TypeOverrides = map[string]SubMenuType{
// weird. Make it a menu for now. // FIXME: These are put down as simple buttons, but it's a *lot* easier to
// // understand them as list box buttons.
// Hypothesis: MENUTYPE and SUBMENUTYPE are not equivalent? "configure_ultequip:7.5": SubTypeListBoxUp,
var TypeOverrides = map[string]MenuType{ "configure_ultequip:7.6": SubTypeListBoxDown,
"levelply:2": TypeMenu,
"savegame:2": TypeMenu,
"loadgame:2": TypeMenu,
// "thumb" is not a background.
"maingame:2": TypeStatic,
// ???
"configure_ultequip:7.5": TypeListBoxUp,
"configure_ultequip:7.6": TypeListBoxDown,
}
type Record struct {
Menu *Menu
Parent *Record
Children []*Record
Id int
ObjectIdx int // Can be specified in MENUID, defaults to 0
Type MenuType
DrawType int
FontType int
Active bool
SpriteId []int
Share int
X int
Y int
// From i18n
Text string
Help string
// FIXME: turn these into first-class data
properties map[string]string
} }
type Menu struct { type Menu struct {
@@ -120,7 +90,48 @@ type Menu struct {
// The actual menu records. There are multiple top-level items. Submenus are // The actual menu records. There are multiple top-level items. Submenus are
// only ever nested one deep. // only ever nested one deep.
Groups []*Group
}
// Group represents an element with a MENUTYPE. It is part of a Menu and may
// have children.
type Group struct {
Menu *Menu
Records []*Record Records []*Record
Properties
Type MenuType
}
type Record struct {
Menu *Menu
Group *Group
Properties
Type SubMenuType
}
type Properties struct {
Locator string // Not strictly a property. Set for tracking.
ID int
ObjectIdx int // Can be specified in MENUID, defaults to 0
Accelerator int
Active bool
Desc string
DrawType int
FontType int
Moveable bool
Share int
SoundType int
SpriteId []int
X int
Y int
// From i18n
Text string
Help string
} }
func LoadMenu(filename string) (*Menu, error) { func LoadMenu(filename string) (*Menu, error) {
@@ -218,7 +229,10 @@ func loadFonts(menu *Menu, scanner *asciiscan.Scanner) error {
} }
func loadRecords(baseDir string, menu *Menu, scanner *asciiscan.Scanner) error { func loadRecords(baseDir string, menu *Menu, scanner *asciiscan.Scanner) error {
var record *Record // We build records here and add them when complete // We build things up line by line in these variables
var group *Group
var record *Record
var properties *Properties
for { for {
str, err := scanner.ConsumeString() str, err := scanner.ConsumeString()
@@ -242,25 +256,49 @@ func loadRecords(baseDir string, menu *Menu, scanner *asciiscan.Scanner) error {
continue continue
} }
switch str { if str == "*" {
case "*":
if record != nil { if record != nil {
menu.Records = append(menu.Records, record.Toplevel()) group.Records = append(group.Records, record)
record = nil
} }
continue // NEXT RECORD if group != nil {
case "~": menu.Groups = append(menu.Groups, group)
return nil // THE END group = nil
}
continue // New group
}
if str == "~" {
break // THE END
} }
k, v := asciiscan.ConsumeProperty(str) k, v := asciiscan.ConsumeProperty(str)
switch k { switch strings.ToUpper(k) {
case "MENUID": case "MENUID":
record = newRecord(menu, nil) if group != nil {
menu.Groups = append(menu.Groups, group)
}
group = newGroup(menu, v)
properties = &group.Properties
case "SUBMENUID": case "SUBMENUID":
record = newRecord(menu, record.Toplevel()) if record != nil {
group.Records = append(group.Records, record)
}
record = newRecord(group, v)
properties = &record.Properties
case "MENUTYPE":
group.setMenuType(v)
case "SUBMENUTYPE":
record.setSubMenuType(v)
default:
if err := properties.setProperty(k, v); err != nil {
return err
}
} }
setProperty(record, k, v)
} }
return nil return nil
@@ -295,85 +333,94 @@ func LoadMenus(dir string) (map[string]*Menu, error) {
return out, nil return out, nil
} }
func newRecord(menu *Menu, parent *Record) *Record { func listOfInts(s string) []int {
out := &Record{ vSplit := strings.Split(s, ",")
Menu: menu,
Parent: parent,
properties: map[string]string{},
}
if parent != nil {
parent.Children = append(parent.Children, out)
}
return out
}
func (r *Record) Toplevel() *Record {
if r.Parent != nil {
return r.Parent.Toplevel()
}
return r
}
func setProperty(r *Record, k, v string) {
vSplit := strings.Split(v, ",")
vInt, _ := strconv.Atoi(v)
vSplitInt := make([]int, len(vSplit)) vSplitInt := make([]int, len(vSplit))
for i, subV := range vSplit { for i, subV := range vSplit {
vSplitInt[i], _ = strconv.Atoi(subV) vSplitInt[i], _ = strconv.Atoi(subV)
} }
switch k { return vSplitInt
case "MENUID": }
// ObjectIdx can be specified in the MENUID. Only seen for .mni files
if strings.Contains(v, ",") && len(vSplitInt) >= 2 {
r.Id = vSplitInt[0]
r.ObjectIdx = vSplitInt[1]
} else {
r.Id = vInt
}
case "SUBMENUID":
if strings.Contains(v, ",") {
log.Printf("%v has an object index in SUBMENUID - surprising", r.Locator())
r.Id = vSplitInt[0]
r.ObjectIdx = vSplitInt[1]
} else {
r.Id = vInt
if r.Parent != nil { // Children seem to inherit from parents?
r.ObjectIdx = r.Parent.ObjectIdx
}
}
case "MENUTYPE", "SUBMENUTYPE":
if strings.Contains(v, ",") {
r.Type = MenuType(vSplitInt[0]) // FIXME: what are the other values in this case?
} else {
r.Type = MenuType(vInt)
}
// FIXME: Type override. Note that MENUID is specified first, so this works func newGroup(menu *Menu, idStr string) *Group {
if override, ok := TypeOverrides[r.Locator()]; ok { out := &Group{Menu: menu}
r.Type = override
} // ObjectIdx can be specified in the MENUID. Only seen for .mni files
case "ACTIVE": ints := listOfInts(idStr)
r.Active = (vInt != 0) out.ID = ints[0]
case "SPRITEID": if len(ints) > 1 {
r.SpriteId = vSplitInt out.ObjectIdx = ints[1]
case "X-CORD":
r.X = vInt
case "Y-CORD":
r.Y = vInt
case "FONTTYPE":
r.FontType = vInt
case "DRAW TYPE":
r.DrawType = vInt
case "SHARE":
r.Share = vInt
default:
r.properties[k] = v
} }
out.Locator = fmt.Sprintf("%v:%v", menu.Name, out.ID)
return out
}
func newRecord(group *Group, idStr string) *Record {
out := &Record{Group: group}
out.ID, _ = strconv.Atoi(idStr) // FIXME: we're ignoring conversion errors here
out.ObjectIdx = group.ObjectIdx // FIXME: we shouldn't *copy* this
out.Locator = fmt.Sprintf("%v.%v", group.Locator, out.ID)
return out
}
func (g *Group) setMenuType(s string) {
v, _ := strconv.Atoi(s) // FIXME: conversion errors
g.Type = MenuType(v)
}
func (r *Record) setSubMenuType(s string) {
// FIXME: Type overrides shouldn't be necessary!
if override, ok := TypeOverrides[r.Locator]; ok {
r.Type = override
return
}
// FIXME: what are the other types here? Related to list boxes?
ints := listOfInts(s)
r.Type = SubMenuType(ints[0])
}
func (p *Properties) setProperty(k, v string) error {
ints := listOfInts(v)
vInt := ints[0]
asBool := (vInt != 0)
switch strings.ToUpper(k) {
case "ACCELERATOR":
p.Accelerator = vInt
case "ACTIVE":
p.Active = asBool
case "DESC":
p.Desc = v // Usually int, occasionally string
case "DRAW TYPE":
p.DrawType = vInt
case "FONTTYPE":
p.FontType = vInt
case "MOVEABLE":
p.Moveable = asBool
case "SOUNDTYPE":
p.SoundType = vInt
case "SPRITEID":
p.SpriteId = ints
case "X-CORD":
p.X = vInt
case "Y-CORD":
p.Y = vInt
case "SHARE":
p.Share = vInt
default:
return fmt.Errorf("Unknown property for %v: %v=%v", p.Locator, k, v)
}
return nil
} }
type Replacer interface { type Replacer interface {
@@ -382,43 +429,47 @@ type Replacer interface {
} }
func (r *Record) Internationalize(replacer Replacer) { func (r *Record) Internationalize(replacer Replacer) {
if override, ok := TextOverrides[r.Locator()]; ok { if override, ok := TextOverrides[r.Locator]; ok {
delete(r.properties, "DESC")
r.Text = override r.Text = override
return
} }
if override, ok := DescOverrides[r.Locator()]; ok { if override, ok := DescOverrides[r.Locator]; ok {
r.properties["DESC"] = strconv.Itoa(override) r.Desc = strconv.Itoa(override)
} }
id, err := strconv.Atoi(r.properties["DESC"]) id, err := strconv.Atoi(r.Desc)
if err == nil { if err == nil {
delete(r.properties, "DESC")
replacer.ReplaceText(id, &r.Text) replacer.ReplaceText(id, &r.Text)
replacer.ReplaceHelp(id, &r.Help) replacer.ReplaceHelp(id, &r.Help)
} } else {
r.Text = r.Desc // Sometimes it's a string like "EQUIPMENT"
for _, child := range r.Children {
child.Internationalize(replacer)
} }
} }
func (m *Menu) Internationalize(replacer Replacer) { func (m *Menu) Internationalize(replacer Replacer) {
for _, record := range m.Records { for _, group := range m.Groups {
record.Internationalize(replacer) for _, record := range group.Records {
record.Internationalize(replacer)
}
} }
} }
func (r *Record) Path() string { func (g *Group) Props() *Properties {
var path []string return &g.Properties
}
for rec := r; rec != nil; rec = rec.Parent { func (r *Record) Props() *Properties {
path = append([]string{strconv.Itoa(rec.Id)}, path...) return &r.Properties
}
func (p *Properties) BaseSpriteID() int {
base := p.Share
// SpriteId takes precedence if present
if len(p.SpriteId) > 0 && p.SpriteId[0] >= 0 {
base = p.SpriteId[0]
} }
return strings.Join(path, ".") return base
}
func (r *Record) Locator() string {
return fmt.Sprintf("%v:%v", r.Menu.Name, r.Path())
} }

View File

@@ -7,20 +7,11 @@ import (
"code.ur.gs/lupine/ordoor/internal/menus" "code.ur.gs/lupine/ordoor/internal/menus"
) )
func init() {
registerBuilder(menus.TypeSimpleButton, noChildren(registerSimpleButton))
registerBuilder(menus.TypeInvokeButton, noChildren(registerInvokeButton))
registerBuilder(menus.TypeMainButton, noChildren(registerMainButton))
registerBuilder(menus.TypeDoorHotspot, noChildren(registerDoorHotspot))
registerBuilder(menus.TypeDoorHotspot2, noChildren(registerDoorHotspot))
registerBuilder(menus.TypeDoorHotspot3, noChildren(registerDoorHotspot))
}
// A button without hover animation // A button without hover animation
// FIXME: Keyboard.mnu has TypeSimpleButton instances that seem to include a // FIXME: Keyboard.mnu has TypeSimpleButton instances that seem to include a
// hover in the SpriteId field // hover in the SpriteId field
type button struct { type button struct {
path string locator string
baseSpr *assetstore.Sprite baseSpr *assetstore.Sprite
clickSpr *assetstore.Sprite clickSpr *assetstore.Sprite
@@ -38,95 +29,89 @@ type mainButton struct {
button button
} }
func registerSimpleButton(d *Driver, r *menus.Record) error { func (d *Driver) buildButton(p *menus.Properties) (*button, *Widget, error) {
_, err := registerButton(d, r, r.SpriteId[0]) sprites, err := d.menu.Sprites(p.ObjectIdx, p.BaseSpriteID(), 3) // base, pressed, disabled
return err
}
func registerInvokeButton(d *Driver, r *menus.Record) error {
_, err := registerButton(d, r, r.Share)
return err
}
func registerMainButton(d *Driver, r *menus.Record) error {
sprites, err := d.menu.Sprites(r.ObjectIdx, r.Share, 3) // base, pressed, disabled
if err != nil { if err != nil {
return err return nil, nil, err
} }
hovers, err := d.menu.Images(r.ObjectIdx, r.SpriteId[0], r.DrawType) btn := &button{
locator: p.Locator,
baseSpr: sprites[0],
clickSpr: sprites[1],
frozenSpr: sprites[2],
hoverImpl: hoverImpl{text: p.Text},
}
widget := &Widget{
ownClickables: []clickable{btn},
ownFreezables: []freezable{btn},
ownHoverables: []hoverable{btn},
ownPaintables: []paintable{btn},
}
return btn, widget, nil
}
func (d *Driver) buildMainButton(p *menus.Properties) (*mainButton, *Widget, error) {
sprites, err := d.menu.Sprites(p.ObjectIdx, p.Share, 3) // base, pressed, disabled
if err != nil { if err != nil {
return err return nil, nil, err
}
hovers, err := d.menu.Images(p.ObjectIdx, p.SpriteId[0], p.DrawType)
if err != nil {
return nil, nil, err
} }
btn := &mainButton{ btn := &mainButton{
hoverAnim: animation(hovers), hoverAnim: animation(hovers),
button: button{ button: button{
path: r.Path(), locator: p.Locator,
baseSpr: sprites[0], baseSpr: sprites[0],
clickSpr: sprites[1], clickSpr: sprites[1],
frozenSpr: sprites[2], frozenSpr: sprites[2],
hoverImpl: hoverImpl{text: r.Text}, hoverImpl: hoverImpl{text: p.Text},
}, },
} }
d.clickables = append(d.clickables, btn) widget := &Widget{
d.freezables = append(d.freezables, btn) ownClickables: []clickable{btn},
d.hoverables = append(d.hoverables, btn) ownFreezables: []freezable{btn},
d.paintables = append(d.paintables, btn) ownHoverables: []hoverable{btn},
ownPaintables: []paintable{btn},
}
return nil return btn, widget, nil
} }
func registerDoorHotspot(d *Driver, r *menus.Record) error { func (d *Driver) buildDoorHotspot(p *menus.Properties) (*button, *Widget, error) {
sprites, err := d.menu.Sprites(r.ObjectIdx, r.Share, 2) // base, pressed sprites, err := d.menu.Sprites(p.ObjectIdx, p.Share, 2) // base, pressed
if err != nil { if err != nil {
return err return nil, nil, err
} }
btn := &button{ btn := &button{
path: r.Path(), locator: p.Locator,
baseSpr: sprites[0], baseSpr: sprites[0],
clickSpr: sprites[1], clickSpr: sprites[1],
frozenSpr: sprites[0], // No disabled sprite frozenSpr: sprites[0], // No disabled sprite
hoverImpl: hoverImpl{text: r.Text}, hoverImpl: hoverImpl{text: p.Text},
} }
d.clickables = append(d.clickables, btn) widget := &Widget{
d.freezables = append(d.freezables, btn) ownClickables: []clickable{btn},
d.hoverables = append(d.hoverables, btn) ownFreezables: []freezable{btn},
d.paintables = append(d.paintables, btn) ownHoverables: []hoverable{btn},
ownPaintables: []paintable{btn},
return nil
}
func registerButton(d *Driver, r *menus.Record, spriteId int) (*button, error) {
sprites, err := d.menu.Sprites(r.ObjectIdx, spriteId, 3) // base, pressed, disabled
if err != nil {
return nil, err
} }
btn := &button{ return btn, widget, nil
path: r.Path(),
baseSpr: sprites[0],
clickSpr: sprites[1],
frozenSpr: sprites[2],
hoverImpl: hoverImpl{text: r.Text},
}
d.clickables = append(d.clickables, btn)
d.freezables = append(d.freezables, btn)
d.hoverables = append(d.hoverables, btn)
d.paintables = append(d.paintables, btn)
return btn, nil
} }
func (b *button) id() string { func (b *button) id() string {
return b.path return b.locator
} }
func (b *button) bounds() image.Rectangle { func (b *button) bounds() image.Rectangle {

View File

@@ -1,20 +0,0 @@
package ui
import (
"code.ur.gs/lupine/ordoor/internal/menus"
)
func init() {
// Needed for Keyboard.mnu (main -> options -> keyboard).
// Dialogues can be active(?) or not. If they're not, then they are hidden.
// Dialogues seem to be modal in all cases?
registerBuilder(menus.TypeDialogue, registerDebug("WIP Dialogue", registerDialogue))
}
func registerDialogue(d *Driver, r *menus.Record) ([]*menus.Record, error) {
// The dialogue itself has a sprite
_, err := registerNoninteractive(d, r)
// TODO: we need to group these. Z levels seem overkill?
return r.Children, err
}

30
internal/ui/dialogues.go Normal file
View File

@@ -0,0 +1,30 @@
package ui
import (
"fmt"
)
func (d *Driver) Dialogues() []string {
out := make([]string, len(d.dialogues))
for i, dialogue := range d.dialogues {
out[i] = dialogue.Locator
}
return out
}
func (d *Driver) ShowDialogue(locator string) error {
for _, dialogue := range d.dialogues {
if dialogue.Locator == locator {
d.activeDialogue = dialogue
return nil
}
}
return fmt.Errorf("Couldn't find dialogue %v", locator)
}
func (d *Driver) HideDialogue() {
d.activeDialogue = nil
}

View File

@@ -3,98 +3,40 @@ package ui
import ( import (
"fmt" "fmt"
"image" "image"
"log"
"runtime/debug" "runtime/debug"
"strconv"
"github.com/hajimehoshi/ebiten" "github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/ebitenutil" "github.com/hajimehoshi/ebiten/ebitenutil"
"code.ur.gs/lupine/ordoor/internal/assetstore" "code.ur.gs/lupine/ordoor/internal/assetstore"
"code.ur.gs/lupine/ordoor/internal/menus"
) )
func init() {
// FIXME: these need implementing
// Needed for MainGameChaos.mnu
registerBuilder(menus.TypeStatusBar, registerDebug("Unimplemented StatusBar", nil))
// Needed for Multiplayer_Choose.mnu
registerBuilder(menus.TypeComboBoxItem, registerDebug("Unimplemented ComboBoxItem", nil))
registerBuilder(menus.TypeDropdownButton, registerDebug("Unimplemented DropdownButton", nil))
// Needed for Multiplayer_Configure.mnu
registerBuilder(menus.TypeEditBox, registerDebug("Unimplemented EditBox", nil))
// Needed for Multiplayer_Connect.mnu
registerBuilder(menus.TypeRadioButton, registerDebug("Unimplemented RadioButton", nil))
}
const ( const (
OriginalX = 640.0 OriginalX = 640.0
OriginalY = 480.0 OriginalY = 480.0
) )
var (
// Widgets register their builder here
widgetBuilders = map[menus.MenuType]builderFunc{}
)
// Used to add widgets to a driver
type builderFunc func(d *Driver, r *menus.Record) (children []*menus.Record, err error)
func registerDebug(reason string, onward builderFunc) builderFunc {
return func(d *Driver, r *menus.Record) ([]*menus.Record, error) {
log.Printf("%v: %v: %#+v", reason, r.Locator(), r)
if onward == nil {
return r.Children, nil
}
return onward(d, r)
}
}
func noChildren(f func(d *Driver, r *menus.Record) error) builderFunc {
return func(d *Driver, r *menus.Record) ([]*menus.Record, error) {
if len(r.Children) > 0 {
return nil, fmt.Errorf("Children in record %v:%v (%#+v)", r.Menu.Name, r.Path(), r)
}
return nil, f(d, r)
}
}
func ownedByMenu(d *Driver, r *menus.Record) ([]*menus.Record, error) {
return nil, fmt.Errorf("This record should be handled by a menu: %v:%v (%#+v)", r.Menu.Name, r.Path(), r)
}
func registerBuilder(t menus.MenuType, f builderFunc) {
if _, ok := widgetBuilders[t]; ok {
panic(fmt.Sprintf("A builder for menu type %v already exists", t))
}
widgetBuilders[t] = f
}
// Driver acts as an interface between the main loop and the widgets specified // Driver acts as an interface between the main loop and the widgets specified
// in a menu. // in a menu.
// //
// Menu assets assume a 640x480 screen; Driver is responsible for scaling to the // Menu assets assume a 640x480 screen; Driver is responsible for scaling to the
// actual screen size when drawing. // actual screen size when drawing.
//
// TODO: move scaling responsibilities to Window?
type Driver struct { type Driver struct {
Name string Name string
assets *assetstore.AssetStore assets *assetstore.AssetStore
menu *assetstore.Menu menu *assetstore.Menu
// UI elements we need to drive // UI elements we need to drive. Note that widgets are hierarchical - these
clickables []clickable // are just the toplevel. Dialogues are separated out. We only want to show
freezables []freezable // one dialogue at a time, and if a dialogue is active, the main widgets are
hoverables []hoverable // unusable (i.e., dialogues are modal)
mouseables []mouseable dialogues []*Widget
paintables []paintable widgets []*Widget
valueables []valueable
activeDialogue *Widget
cursor assetstore.CursorName cursor assetstore.CursorName
@@ -118,8 +60,8 @@ func NewDriver(assets *assetstore.AssetStore, menu *assetstore.Menu) (*Driver, e
menu: menu, menu: menu,
} }
for _, record := range menu.Records() { for _, group := range menu.Groups() {
if err := driver.addRecord(record); err != nil { if err := driver.registerGroup(group); err != nil {
return nil, err return nil, err
} }
} }
@@ -127,104 +69,6 @@ func NewDriver(assets *assetstore.AssetStore, menu *assetstore.Menu) (*Driver, e
return driver, nil return driver, nil
} }
func (d *Driver) Value(id string, into *string) error {
for _, valueable := range d.valueables {
if valueable.id() == id {
*into = valueable.value()
return nil
}
}
return fmt.Errorf("Couldn't find valueable widget %v:%v", d.menu.Name, id)
}
func (d *Driver) SetValue(id, value string) error {
for _, valueable := range d.valueables {
if valueable.id() == id {
valueable.setValue(value)
return nil
}
}
return fmt.Errorf("Couldn't find valueable widget %v:%v", d.menu.Name, id)
}
func (d *Driver) ValueBool(id string, into *bool) error {
var vStr string
if err := d.Value(id, &vStr); err != nil {
return err
}
*into = vStr == "1"
return nil
}
func (d *Driver) SetValueBool(id string, value bool) error {
vStr := "0"
if value {
vStr = "1"
}
return d.SetValue(id, vStr)
}
func (d *Driver) SetFreeze(id string, value bool) error {
for _, freezable := range d.freezables {
if freezable.id() == id {
freezable.setFreezeState(value)
return nil
}
}
return fmt.Errorf("Couldn't find clickable widget %v:%v", d.menu.Name, id)
}
func (d *Driver) OnClick(id string, f func()) error {
for _, clickable := range d.clickables {
if clickable.id() == id {
clickable.onClick(f)
return nil
}
}
return fmt.Errorf("Couldn't find clickable widget %v:%v", d.menu.Name, id)
}
// FIXME: HURK. Surely I'm missing something? steps is value:offset
func (d *Driver) ConfigureSlider(id string, steps map[int]int) error {
for _, clickable := range d.clickables {
if slider, ok := clickable.(*slider); ok && slider.id() == id {
slider.steps = steps
return nil
}
}
return fmt.Errorf("Couldn't find slider %v:%v", d.menu.Name, id)
}
func (d *Driver) ValueInt(id string, into *int) error {
var vStr string
if err := d.Value(id, &vStr); err != nil {
return err
}
value, err := strconv.Atoi(vStr)
if err != nil {
return err
}
*into = value
return nil
}
func (d *Driver) SetValueInt(id string, value int) error {
vStr := strconv.Itoa(value)
return d.SetValue(id, vStr)
}
func (d *Driver) Update(screenX, screenY int) error { func (d *Driver) Update(screenX, screenY int) error {
if d == nil { if d == nil {
debug.PrintStack() debug.PrintStack()
@@ -250,7 +94,7 @@ func (d *Driver) Update(screenX, screenY int) error {
d.cursorOrig = image.Pt(int(mnX), int(mnY)) d.cursorOrig = image.Pt(int(mnX), int(mnY))
// Dispatch notifications to our widgets // Dispatch notifications to our widgets
for _, hoverable := range d.hoverables { for _, hoverable := range d.hoverables() {
inBounds := d.cursorOrig.In(hoverable.bounds()) inBounds := d.cursorOrig.In(hoverable.bounds())
d.hoverStartEvent(hoverable, inBounds) d.hoverStartEvent(hoverable, inBounds)
@@ -262,7 +106,7 @@ func (d *Driver) Update(screenX, screenY int) error {
} }
mouseIsDown := ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) mouseIsDown := ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft)
for _, clickable := range d.clickables { for _, clickable := range d.clickables() {
inBounds := d.cursorOrig.In(clickable.bounds()) inBounds := d.cursorOrig.In(clickable.bounds())
mouseWasDown := clickable.mouseDownState() mouseWasDown := clickable.mouseDownState()
@@ -271,7 +115,7 @@ func (d *Driver) Update(screenX, screenY int) error {
d.mouseUpEvent(clickable, inBounds, mouseWasDown, mouseIsDown) d.mouseUpEvent(clickable, inBounds, mouseWasDown, mouseIsDown)
} }
for _, mouseable := range d.mouseables { for _, mouseable := range d.mouseables() {
mouseable.registerMousePosition(d.cursorOrig) mouseable.registerMousePosition(d.cursorOrig)
} }
@@ -286,7 +130,7 @@ func (d *Driver) Draw(screen *ebiten.Image) error {
var do ebiten.DrawImageOptions var do ebiten.DrawImageOptions
for _, paint := range d.paintables { for _, paint := range d.paintables() {
for _, region := range paint.regions(d.ticks) { for _, region := range paint.regions(d.ticks) {
x, y := d.orig2native.Apply(float64(region.offset.X), float64(region.offset.Y)) x, y := d.orig2native.Apply(float64(region.offset.X), float64(region.offset.Y))
@@ -321,71 +165,66 @@ func (d *Driver) Cursor() (*ebiten.Image, *ebiten.DrawImageOptions, error) {
return cursor.Image, op, nil return cursor.Image, op, nil
} }
func (d *Driver) addRecord(record *menus.Record) error { func (d *Driver) clickables() []clickable {
//log.Printf("Adding record %v: %#+v", record.Locator(), record) var out []clickable
children := record.Children
handler, ok := widgetBuilders[record.Type] for _, widget := range d.widgets {
if !ok { out = append(out, widget.clickables()...)
return fmt.Errorf("UI driver encountered unknown menu record: %#+v", record)
} }
if handler != nil { return out
var err error
children, err = handler(d, record)
if err != nil {
return err
}
}
// Recursively add all remaining children of this record
for _, record := range children {
if err := d.addRecord(record); err != nil {
return err
}
}
return nil
} }
func (d *Driver) hoverStartEvent(h hoverable, inBounds bool) { func (d *Driver) freezables() []freezable {
if inBounds && !h.hoverState() { var out []freezable
//log.Printf("hoverable false -> true")
h.setHoverState(true) for _, widget := range d.widgets {
out = append(out, widget.freezables()...)
} }
return out
} }
func (d *Driver) hoverEndEvent(h hoverable, inBounds bool) { func (d *Driver) hoverables() []hoverable {
if !inBounds && h.hoverState() { var out []hoverable
//log.Printf("hoverable true -> false")
h.setHoverState(false) for _, widget := range d.widgets {
out = append(out, widget.hoverables()...)
} }
return out
} }
func (d *Driver) mouseDownEvent(c clickable, inBounds, wasDown, isDown bool) { func (d *Driver) mouseables() []mouseable {
if inBounds && !wasDown && isDown { var out []mouseable
//log.Printf("mouse down false -> true")
c.setMouseDownState(true) for _, widget := range d.widgets {
out = append(out, widget.mouseables()...)
} }
return out
} }
func (d *Driver) mouseClickEvent(c clickable, inBounds, wasDown, isDown bool) { func (d *Driver) paintables() []paintable {
if inBounds && wasDown && !isDown { var out []paintable
//log.Printf("mouse click")
c.registerMouseClick() for _, widget := range d.widgets {
out = append(out, widget.paintables()...)
} }
if d.activeDialogue != nil {
out = append(out, d.activeDialogue.paintables()...)
}
return out
} }
func (d *Driver) mouseUpEvent(c clickable, inBounds, wasDown, isDown bool) { func (d *Driver) valueables() []valueable {
if inBounds { var out []valueable
if wasDown && !isDown {
//log.Printf("mouse down true -> false") for _, widget := range d.widgets {
c.setMouseDownState(false) out = append(out, widget.valueables()...)
}
} else {
if wasDown {
//log.Printf("mouse down true -> false")
c.setMouseDownState(false)
}
} }
return out
} }

43
internal/ui/events.go Normal file
View File

@@ -0,0 +1,43 @@
package ui
func (d *Driver) hoverStartEvent(h hoverable, inBounds bool) {
if inBounds && !h.hoverState() {
//log.Printf("hoverable false -> true")
h.setHoverState(true)
}
}
func (d *Driver) hoverEndEvent(h hoverable, inBounds bool) {
if !inBounds && h.hoverState() {
//log.Printf("hoverable true -> false")
h.setHoverState(false)
}
}
func (d *Driver) mouseDownEvent(c clickable, inBounds, wasDown, isDown bool) {
if inBounds && !wasDown && isDown {
//log.Printf("mouse down false -> true")
c.setMouseDownState(true)
}
}
func (d *Driver) mouseClickEvent(c clickable, inBounds, wasDown, isDown bool) {
if inBounds && wasDown && !isDown {
//log.Printf("mouse click")
c.registerMouseClick()
}
}
func (d *Driver) mouseUpEvent(c clickable, inBounds, wasDown, isDown bool) {
if inBounds {
if wasDown && !isDown {
//log.Printf("mouse down true -> false")
c.setMouseDownState(false)
}
} else {
if wasDown {
//log.Printf("mouse down true -> false")
c.setMouseDownState(false)
}
}
}

196
internal/ui/group.go Normal file
View File

@@ -0,0 +1,196 @@
package ui
import (
"code.ur.gs/lupine/ordoor/internal/menus"
"fmt"
"log"
)
func (d *Driver) registerGroup(group *menus.Group) error {
// log.Printf("Adding group %v: %#+v", group.Locator, group)
var dialogue bool
switch group.Type {
case menus.TypeStatic, menus.TypeMainBackground, menus.TypeMenu, menus.TypeDragMenu, menus.TypeRadioMenu:
case menus.TypeDialogue:
dialogue = true
default:
return fmt.Errorf("Unknown group type: %v", group.Type)
}
var groupWidget *Widget
// Groups have a background sprite (FIXME: always?)
if group.BaseSpriteID() >= 0 {
var err error
_, groupWidget, err = d.buildStatic(group.Props())
if err != nil {
return err
}
} else {
groupWidget = &Widget{Locator: group.Locator}
}
if dialogue {
d.dialogues = append(d.dialogues, groupWidget)
} else {
d.widgets = append(d.widgets, groupWidget)
}
// TRadioGroup is best handled like this
records, widget, err := d.maybeBuildInventorySelect(group, group.Records)
if err != nil {
return err
}
if widget != nil {
groupWidget.Children = append(groupWidget.Children, widget)
}
records, widget, err = d.maybeBuildListBox(group, records)
if err != nil {
return err
}
if widget != nil {
groupWidget.Children = append(groupWidget.Children, widget)
}
for _, record := range records {
child, err := d.buildRecord(record)
if err != nil {
return err
}
if child != nil {
groupWidget.Children = append(groupWidget.Children, child)
}
}
return nil
}
func (d *Driver) buildRecord(r *menus.Record) (*Widget, error) {
var widget *Widget
var err error
switch r.Type {
case menus.SubTypeSimpleButton, menus.SubTypeInvokeButton:
_, widget, err = d.buildButton(r.Props())
case menus.SubTypeDoorHotspot1, menus.SubTypeDoorHotspot2, menus.SubTypeDoorHotspot3:
_, widget, err = d.buildDoorHotspot(r.Props())
case menus.SubTypeOverlay:
_, widget, err = d.buildOverlay(r.Props())
case menus.SubTypeHypertext:
_, widget, err = d.buildHypertext(r.Props())
case menus.SubTypeCheckbox:
_, widget, err = d.buildCheckbox(r.Props())
case menus.SubTypeEditBox:
log.Printf("Unimplemented: SubTypeEditBox: %v", r.Locator) // TODO
case menus.SubTypeRadioButton:
log.Printf("Unimplemented: SubTypeRadioButton: %v", r.Locator) // TODO
case menus.SubTypeDropdownButton:
log.Printf("Unimplemented: SubTypeDropdownButton: %v", r.Locator) // TODO
case menus.SubTypeComboBoxItem:
log.Printf("Unimplemented: SubTypeComboBoxItem: %v", r.Locator) // TODO
case menus.SubTypeAnimationSample:
_, widget, err = d.buildAnimationSample(r.Props())
case menus.SubTypeAnimationHover:
_, widget, err = d.buildAnimationHover(r.Props())
case menus.SubTypeMainButton:
_, widget, err = d.buildMainButton(r.Props())
case menus.SubTypeSlider:
_, widget, err = d.buildSlider(r.Props()) // TODO: take sliders at an earlier point?
case menus.SubTypeStatusBar:
log.Printf("Unimplemented: SubTypeStatusBar: %v", r.Locator) // TODO
default:
return nil, fmt.Errorf("Unknown record type for %v: %v", r.Locator, r.Type)
}
return widget, err
}
func (d *Driver) maybeBuildInventorySelect(group *menus.Group, records []*menus.Record) ([]*menus.Record, *Widget, error) {
var untouched []*menus.Record
var touched []*menus.Record
for _, record := range records {
if record.Type == menus.SubTypeInventorySelect {
touched = append(touched, record)
} else {
untouched = append(untouched, record)
}
}
if len(touched) == 0 {
return untouched, nil, nil
}
elements := make([]*inventorySelect, len(touched))
widget := &Widget{
Locator: group.Locator,
}
for i, record := range touched {
element, childWidget, err := d.buildInventorySelect(record.Props())
if err != nil {
return nil, nil, err
}
elements[i] = element
widget.Children = append(widget.Children, childWidget)
}
elements[0].setValue("1")
for _, element := range elements {
element.others = elements
}
return untouched, widget, nil
}
func (d *Driver) maybeBuildListBox(group *menus.Group, records []*menus.Record) ([]*menus.Record, *Widget, error) {
// Unless up, down, thumb, and items, are all present, it's not a listbox
var up *menus.Record
var down *menus.Record
var thumb *menus.Record
var items []*menus.Record
var untouched []*menus.Record
for _, rec := range records {
switch rec.Type {
case menus.SubTypeListBoxUp:
if up != nil {
return nil, nil, fmt.Errorf("Duplicate up buttons in menu %v", group.Locator)
}
up = rec
case menus.SubTypeListBoxDown:
if down != nil {
return nil, nil, fmt.Errorf("Duplicate down buttons in menu %v", group.Locator)
}
down = rec
case menus.SubTypeLineKbd, menus.SubTypeLineBriefing:
items = append(items, rec)
case menus.SubTypeThumb:
if thumb != nil {
return nil, nil, fmt.Errorf("Duplicate thumbs in menu %v", group.Locator)
}
thumb = rec
default:
// e.g. maingame:18.12 includes a button that is not part of the box
untouched = append(untouched, rec)
}
}
// Since not all the elements are present, this isn't a listbox
if len(items) == 0 || thumb == nil || up == nil || down == nil {
return untouched, nil, nil
}
_, widget, err := d.buildListBox(group, up, down, thumb, items...)
if err != nil {
return nil, nil, err
}
return untouched, widget, nil
}

View File

@@ -4,10 +4,6 @@ import (
"code.ur.gs/lupine/ordoor/internal/menus" "code.ur.gs/lupine/ordoor/internal/menus"
) )
func init() {
registerBuilder(menus.TypeInventorySelect, ownedByMenu)
}
// An inventory select is a sort of radio button. If 2 share the same menu, // An inventory select is a sort of radio button. If 2 share the same menu,
// selecting one deselects the other. Otherwise, they act like checkboxes. // selecting one deselects the other. Otherwise, they act like checkboxes.
// //
@@ -20,33 +16,18 @@ type inventorySelect struct {
} }
// Called from the menu, which fills "others" for us // Called from the menu, which fills "others" for us
func registerInventorySelect(d *Driver, r *menus.Record) (*inventorySelect, error) { func (d *Driver) buildInventorySelect(p *menus.Properties) (*inventorySelect, *Widget, error) {
sprites, err := d.menu.Sprites(r.ObjectIdx, r.Share, 3) // unchecked, checked, disabled c, widget, err := d.buildCheckbox(p)
if err != nil { if err != nil {
return nil, err return nil, nil, err
} }
element := &inventorySelect{ // In an inventorySelect, the frozen and click sprites are reversed
checkbox: checkbox{ c.clickSpr, c.frozenSpr = c.frozenSpr, c.clickSpr
button: button{
path: r.Path(),
baseSpr: sprites[0], // unchecked
clickSpr: sprites[1], // checked
frozenSpr: sprites[2], // disabled
hoverImpl: hoverImpl{text: r.Text},
},
valueImpl: valueImpl{str: "0"}, element := &inventorySelect{checkbox: *c}
},
}
d.clickables = append(d.clickables, element) return element, widget, nil
d.freezables = append(d.freezables, element)
d.hoverables = append(d.hoverables, element)
d.paintables = append(d.paintables, element)
d.valueables = append(d.valueables, element)
return element, nil
} }
func (i *inventorySelect) registerMouseClick() { func (i *inventorySelect) registerMouseClick() {

View File

@@ -8,15 +8,6 @@ import (
"code.ur.gs/lupine/ordoor/internal/menus" "code.ur.gs/lupine/ordoor/internal/menus"
) )
func init() {
registerBuilder(menus.TypeLineKbd, ownedByMenu)
registerBuilder(menus.TypeLineBriefing, ownedByMenu)
registerBuilder(menus.TypeThumb, ownedByMenu)
registerBuilder(menus.TypeListBoxUp, ownedByMenu)
registerBuilder(menus.TypeListBoxDown, ownedByMenu)
}
// listBox is a TListBox in VCL terms. It has a number of lines of text, one of // listBox is a TListBox in VCL terms. It has a number of lines of text, one of
// which may be selected, and a slider with up and down buttons to scroll if the // which may be selected, and a slider with up and down buttons to scroll if the
// options in the box exceed its viewing capacity. // options in the box exceed its viewing capacity.
@@ -30,7 +21,6 @@ type listBox struct {
thumbBase *assetstore.Sprite // Bounds are given by this thumbBase *assetstore.Sprite // Bounds are given by this
thumbImg *assetstore.Sprite // This is displayed at offset * (height / steps) thumbImg *assetstore.Sprite // This is displayed at offset * (height / steps)
base *noninteractive // The menu itself has a sprite to display
lines []*noninteractive // We display to these lines []*noninteractive // We display to these
// The list box acts as a window onto these // The list box acts as a window onto these
@@ -40,87 +30,31 @@ type listBox struct {
offset int offset int
} }
func registerListBox(d *Driver, menu *menus.Record) ([]*menus.Record, error) { func (d *Driver) buildListBox(group *menus.Group, up, down, thumb *menus.Record, items ...*menus.Record) (*listBox, *Widget, error) {
var upBtn *menus.Record upElem, upWidget, err := d.buildButton(up.Props())
var downBtn *menus.Record
var thumb *menus.Record
var items []*menus.Record
var otherChildren []*menus.Record
for _, rec := range menu.Children {
switch rec.Type {
case menus.TypeListBoxUp:
if upBtn != nil {
return nil, fmt.Errorf("Duplicate up buttons in menu %v", menu.Locator())
}
upBtn = rec
case menus.TypeListBoxDown:
if downBtn != nil {
return nil, fmt.Errorf("Duplicate down buttons in menu %v", menu.Locator())
}
downBtn = rec
case menus.TypeLineKbd, menus.TypeLineBriefing:
items = append(items, rec)
case menus.TypeThumb:
if thumb != nil {
return nil, fmt.Errorf("Duplicate thumbs in menu %v", menu.Locator())
}
thumb = rec
default:
// e.g. maingame:18.12 includes a button that is not part of the box
otherChildren = append(otherChildren, rec)
}
}
if len(items) == 0 || thumb == nil || upBtn == nil || downBtn == nil {
return nil, fmt.Errorf("Missing items in menu %v", menu.Locator())
}
// Now build the wonderful thing
baseElem, err := registerNoninteractive(d, menu)
if err != nil { if err != nil {
return nil, err return nil, nil, err
} }
upSprId := upBtn.SpriteId[0] downElem, downWidget, err := d.buildButton(down.Props())
if upSprId == -1 {
upSprId = upBtn.Share
}
elemUp, err := registerButton(d, upBtn, upSprId)
if err != nil { if err != nil {
return nil, err return nil, nil, err
} }
dnSprId := downBtn.SpriteId[0] thumbBaseSpr, err := d.menu.Sprite(thumb.ObjectIdx, thumb.Share)
if dnSprId == -1 {
dnSprId = downBtn.Share
}
elemDown, err := registerButton(d, downBtn, dnSprId)
if err != nil { if err != nil {
return nil, err return nil, nil, err
} }
thumbBaseSpr, err := d.menu.Sprite(menu.ObjectIdx, thumb.Share) thumbImgSpr, err := d.menu.Sprite(thumb.ObjectIdx, thumb.BaseSpriteID())
if err != nil { if err != nil {
return nil, err return nil, nil, err
}
thumbSprId := thumb.SpriteId[0]
if thumbSprId == -1 {
thumbSprId = thumb.Share
}
thumbImgSpr, err := d.menu.Sprite(menu.ObjectIdx, thumbSprId)
if err != nil {
return nil, err
} }
element := &listBox{ element := &listBox{
base: baseElem,
// TODO: upBtn needs to be frozen when offset == 0; downBtn when offset == max // TODO: upBtn needs to be frozen when offset == 0; downBtn when offset == max
upBtn: elemUp, upBtn: upElem,
downBtn: elemDown, downBtn: downElem,
// TODO: need to be able to drag the thumb // TODO: need to be able to drag the thumb
thumbBase: thumbBaseSpr, thumbBase: thumbBaseSpr,
@@ -128,8 +62,8 @@ func registerListBox(d *Driver, menu *menus.Record) ([]*menus.Record, error) {
} }
// Internal wiring-up // Internal wiring-up
elemUp.onClick(element.up) upElem.onClick(element.up)
elemDown.onClick(element.down) downElem.onClick(element.down)
// FIXME: Test data for now // FIXME: Test data for now
for i := 0; i < 50; i++ { for i := 0; i < 50; i++ {
@@ -138,30 +72,34 @@ func registerListBox(d *Driver, menu *menus.Record) ([]*menus.Record, error) {
// Register everything. Since we're a composite of other controls, they are // Register everything. Since we're a composite of other controls, they are
// mostly self-registered at the moment. // mostly self-registered at the moment.
d.paintables = append(d.paintables, element) widget := &Widget{
Children: []*Widget{upWidget, downWidget},
ownPaintables: []paintable{element},
}
// FIXME: we should be able to freeze/unfreeze as a group. // FIXME: we should be able to freeze/unfreeze as a group.
// HURK: These need to be registered after the other elements so they are // HURK: These need to be registered after the other elements so they are
// drawn in the correct order to be visible // drawn in the correct order to be visible
for _, rec := range items { for _, rec := range items {
ni, err := registerNoninteractive(d, rec) ni, niWidget, err := d.buildStatic(rec.Props())
if err != nil { if err != nil {
return nil, err return nil, nil, err
} }
// TODO: pick the correct font // TODO: pick the correct font
ni.label = &label{ ni.label = &label{
align: AlignModeLeft, align: AlignModeLeft,
font: d.menu.Font(0), font: d.menu.Font(0),
rect: ni.rect, rect: ni.rect,
} }
element.lines = append(element.lines, ni) element.lines = append(element.lines, ni)
widget.Children = append(widget.Children, niWidget)
} }
element.refresh() element.refresh()
return otherChildren, nil return element, widget, nil
} }
func (l *listBox) SetStrings(to []string) { func (l *listBox) SetStrings(to []string) {

View File

@@ -1,72 +0,0 @@
package ui
import (
"code.ur.gs/lupine/ordoor/internal/menus"
)
func init() {
// These menu types don't need driving, so we can ignore them
registerBuilder(menus.TypeMenu, registerMenu)
registerBuilder(menus.TypeDragMenu, nil) // Menus are just containers
}
func registerMenu(d *Driver, r *menus.Record) ([]*menus.Record, error) {
childrenLeft, err := listBoxFromMenu(d, r, r.Children)
if err != nil {
return nil, err
}
childrenLeft, err = inventorySelectFromMenu(d, r, childrenLeft)
if err != nil {
return nil, err
}
// Return all the unhandled children to be processed further
return childrenLeft, nil
}
func listBoxFromMenu(d *Driver, menu *menus.Record, children []*menus.Record) ([]*menus.Record, error) {
ok := false
for _, rec := range children {
if rec.Type == menus.TypeThumb { // FIXME: we're using this to indicate a listbox
ok = true
break
}
}
if !ok {
return children, nil
}
return registerListBox(d, menu)
}
// Group all inventory selects that share a menu together
func inventorySelectFromMenu(d *Driver, menu *menus.Record, children []*menus.Record) ([]*menus.Record, error) {
var childrenLeft []*menus.Record
var inventorySelects []*inventorySelect
for _, child := range children {
switch child.Type {
case menus.TypeInventorySelect:
is, err := registerInventorySelect(d, child)
if err != nil {
return nil, err
}
inventorySelects = append(inventorySelects, is)
default:
childrenLeft = append(childrenLeft, child)
}
}
if len(inventorySelects) > 0 {
inventorySelects[0].setValue("1") // Always start with one selected
for _, is := range inventorySelects {
is.others = inventorySelects
}
}
return childrenLeft, nil
}

View File

@@ -1,6 +1,7 @@
package ui package ui
import ( import (
"fmt"
"image" "image"
"log" "log"
@@ -15,22 +16,14 @@ const (
AlignModeLeft AlignMode = 1 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 // A non-interactive element is not a widget; it merely displays some pixels and
// may optionally have a tooltip for display within bounds. // may optionally have a tooltip for display within bounds.
// //
// For non-animated non-interactive elements, just give them a single frame. // For non-animated non-interactive elements, just give them a single frame.
type noninteractive struct { type noninteractive struct {
path string locator string
frames animation frames animation
rect image.Rectangle rect image.Rectangle
// Some non-interactives, e.g., overlays, are an image + text to be shown // Some non-interactives, e.g., overlays, are an image + text to be shown
label *label label *label
@@ -58,145 +51,153 @@ type animationHover struct {
closing bool closing bool
} }
func registerStatic(d *Driver, r *menus.Record) ([]*menus.Record, error) { func (d *Driver) buildNoninteractive(p *menus.Properties) (*noninteractive, error) {
_, err := registerNoninteractive(d, r) // FIXME: SpriteID takes precedence over SHARE if present, but is that
return r.Children, err // always right?
} spriteId := p.BaseSpriteID()
if spriteId < 0 {
func registerNoninteractive(d *Driver, r *menus.Record) (*noninteractive, error) { return nil, fmt.Errorf("No base sprite for %v", p.Locator)
// 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(r.ObjectIdx, spriteId) sprite, err := d.menu.Sprite(p.ObjectIdx, spriteId)
if err != nil { if err != nil {
return nil, err return nil, err
} }
ni := &noninteractive{ ni := &noninteractive{
path: r.Path(), locator: p.Locator,
frames: animation{sprite.Image}, frames: animation{sprite.Image},
hoverImpl: hoverImpl{text: r.Text}, rect: sprite.Rect,
rect: sprite.Rect,
} }
d.hoverables = append(d.hoverables, ni)
d.paintables = append(d.paintables, ni)
return ni, nil return ni, nil
} }
func registerHypertext(d *Driver, r *menus.Record) error { func (d *Driver) buildStatic(p *menus.Properties) (*noninteractive, *Widget, error) {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.Share) ni, err := d.buildNoninteractive(p)
if err != nil { if err != nil {
return err return nil, nil, err
} }
ni := &noninteractive{ ni.hoverImpl.text = p.Text
path: r.Path(),
hoverImpl: hoverImpl{text: r.Text}, widget := &Widget{
rect: sprite.Rect, Locator: ni.locator,
ownHoverables: []hoverable{ni},
ownPaintables: []paintable{ni},
} }
d.clickables = append(d.clickables, ni) return ni, widget, nil
d.hoverables = append(d.hoverables, ni) }
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 // An overlay is a static image + some text that needs to be rendered
func registerOverlay(d *Driver, r *menus.Record) error { func (d *Driver) buildOverlay(p *menus.Properties) (*noninteractive, *Widget, error) {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.Share) ni, err := d.buildNoninteractive(p)
if err != nil { if err != nil {
return err return nil, nil, err
} }
ni := &noninteractive{ widget := &Widget{
path: r.Path(), Locator: ni.locator,
frames: animation{sprite.Image}, ownPaintables: []paintable{ni},
rect: sprite.Rect,
} }
d.paintables = append(d.paintables, ni) if p.Text != "" {
if r.Text != "" {
// FIXME: is this always right? Seems to make sense for Main.mnu // 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{ ni.label = &label{
font: fnt, font: fnt,
rect: ni.rect, // We will be centered by default rect: ni.rect, // We will be centered by default
text: r.Text, text: p.Text,
} }
} else { } 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 // An animation is a non-interactive element that displays something in a loop
func registerAnimation(d *Driver, r *menus.Record) error { func (d *Driver) buildAnimationSample(p *menus.Properties) (*noninteractive, *Widget, error) {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.SpriteId[0]) sprite, err := d.menu.Sprite(p.ObjectIdx, p.SpriteId[0])
if err != nil { 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 { if err != nil {
return err return nil, nil, err
} }
ani := &noninteractive{ ani := &noninteractive{
path: r.Path(), locator: p.Locator,
frames: animation(frames), frames: animation(frames),
hoverImpl: hoverImpl{text: r.Text}, hoverImpl: hoverImpl{text: p.Text},
rect: sprite.Rect, rect: sprite.Rect,
} }
d.hoverables = append(d.hoverables, ani) widget := &Widget{
d.paintables = append(d.paintables, ani) ownHoverables: []hoverable{ani},
ownPaintables: []paintable{ani},
}
return nil return ani, widget, nil
} }
func registerAnimationHover(d *Driver, r *menus.Record) error { func (d *Driver) buildAnimationHover(p *menus.Properties) (*animationHover, *Widget, error) {
sprite, err := d.menu.Sprite(r.ObjectIdx, r.SpriteId[0]) sprite, err := d.menu.Sprite(p.ObjectIdx, p.SpriteId[0])
if err != nil { 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 { 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 { if err != nil {
return err return nil, nil, err
} }
ani := &animationHover{ ani := &animationHover{
noninteractive: noninteractive{ noninteractive: noninteractive{
path: r.Path(), locator: p.Locator,
frames: animation(enterFrames), frames: animation(enterFrames),
hoverImpl: hoverImpl{text: r.Text}, hoverImpl: hoverImpl{text: p.Text},
rect: sprite.Rect, rect: sprite.Rect,
}, },
exitFrames: animation(exitFrames), exitFrames: animation(exitFrames),
} }
d.hoverables = append(d.hoverables, ani) widget := &Widget{
d.paintables = append(d.paintables, ani) ownHoverables: []hoverable{ani},
ownPaintables: []paintable{ani},
}
return nil return ani, widget, nil
} }
func (n *noninteractive) id() string { func (n *noninteractive) id() string {
return n.path return n.locator
} }
func (n *noninteractive) bounds() image.Rectangle { func (n *noninteractive) bounds() image.Rectangle {

View File

@@ -9,11 +9,6 @@ import (
"code.ur.gs/lupine/ordoor/internal/menus" "code.ur.gs/lupine/ordoor/internal/menus"
) )
func init() {
registerBuilder(menus.TypeCheckbox, noChildren(registerCheckbox))
registerBuilder(menus.TypeSlider, noChildren(registerSlider))
}
// A checkbox can be a fancy button // A checkbox can be a fancy button
type checkbox struct { type checkbox struct {
button button
@@ -23,7 +18,7 @@ type checkbox struct {
// A slider is harder. Two separate elements to render // A slider is harder. Two separate elements to render
type slider struct { type slider struct {
path string locator string
baseSpr *assetstore.Sprite baseSpr *assetstore.Sprite
clickSpr *assetstore.Sprite clickSpr *assetstore.Sprite
@@ -38,52 +33,56 @@ type slider struct {
} }
// A checkbox has 3 sprites, and 3 states: unchecked, checked, disabled. // A checkbox has 3 sprites, and 3 states: unchecked, checked, disabled.
func registerCheckbox(d *Driver, r *menus.Record) error { func (d *Driver) buildCheckbox(p *menus.Properties) (*checkbox, *Widget, error) {
sprites, err := d.menu.Sprites(r.ObjectIdx, r.Share, 3) // unchecked, disabled, checked sprites, err := d.menu.Sprites(p.ObjectIdx, p.Share, 3) // unchecked, disabled, checked
if err != nil { if err != nil {
return err return nil, nil, err
} }
checkbox := &checkbox{ checkbox := &checkbox{
button: button{ button: button{
path: r.Path(), locator: p.Locator,
baseSpr: sprites[0], // unchecked baseSpr: sprites[0], // unchecked
clickSpr: sprites[2], // checked clickSpr: sprites[2], // checked
frozenSpr: sprites[1], frozenSpr: sprites[1], // disabled
hoverImpl: hoverImpl{text: r.Text}, hoverImpl: hoverImpl{text: p.Text},
}, },
valueImpl: valueImpl{str: "0"}, valueImpl: valueImpl{str: "0"},
} }
d.clickables = append(d.clickables, checkbox) widget := &Widget{
d.freezables = append(d.freezables, checkbox) ownClickables: []clickable{checkbox},
d.hoverables = append(d.hoverables, checkbox) ownFreezables: []freezable{checkbox},
d.paintables = append(d.paintables, checkbox) ownHoverables: []hoverable{checkbox},
d.valueables = append(d.valueables, checkbox) ownPaintables: []paintable{checkbox},
ownValueables: []valueable{checkbox},
}
return nil return checkbox, widget, nil
} }
func registerSlider(d *Driver, r *menus.Record) error { func (d *Driver) buildSlider(p *menus.Properties) (*slider, *Widget, error) {
sprites, err := d.menu.Sprites(r.ObjectIdx, r.Share, 3) // base, clicked, slider element sprites, err := d.menu.Sprites(p.ObjectIdx, p.Share, 3) // base, clicked, slider element
if err != nil { if err != nil {
return err return nil, nil, err
} }
slider := &slider{ slider := &slider{
path: r.Path(), locator: p.Locator,
baseSpr: sprites[0], baseSpr: sprites[0],
clickSpr: sprites[1], clickSpr: sprites[1],
sliderSpr: sprites[2], sliderSpr: sprites[2],
hv: sprites[0].Rect.Dy() > sprites[0].Rect.Dx(), // A best guess hv: sprites[0].Rect.Dy() > sprites[0].Rect.Dx(), // A best guess
} }
d.clickables = append(d.clickables, slider) widget := &Widget{
d.mouseables = append(d.mouseables, slider) ownClickables: []clickable{slider},
d.paintables = append(d.paintables, slider) ownMouseables: []mouseable{slider},
d.valueables = append(d.valueables, slider) ownPaintables: []paintable{slider},
ownValueables: []valueable{slider},
}
return nil return slider, widget, nil
} }
func (c *checkbox) registerMouseClick() { func (c *checkbox) registerMouseClick() {
@@ -107,7 +106,7 @@ func (c *checkbox) regions(tick int) []region {
} }
func (s *slider) id() string { func (s *slider) id() string {
return s.path return s.locator
} }
// The bounds of the slider are the whole thing // The bounds of the slider are the whole thing

119
internal/ui/value.go Normal file
View File

@@ -0,0 +1,119 @@
package ui
import (
"fmt"
"strconv"
)
func (d *Driver) realId(id string) string {
return fmt.Sprintf("%v:%v", d.menu.Name, id)
}
func (d *Driver) Value(id string, into *string) error {
for _, valueable := range d.valueables() {
if valueable.id() == d.realId(id) {
*into = valueable.value()
return nil
}
}
return fmt.Errorf("Couldn't find valueable widget %v:%v", d.menu.Name, id)
}
func (d *Driver) SetValue(id, value string) error {
for _, valueable := range d.valueables() {
if valueable.id() == d.realId(id) {
valueable.setValue(value)
return nil
}
}
return fmt.Errorf("Couldn't find valueable widget %v:%v", d.menu.Name, id)
}
func (d *Driver) ValueBool(id string, into *bool) error {
var vStr string
if err := d.Value(id, &vStr); err != nil {
return err
}
*into = vStr == "1"
return nil
}
func (d *Driver) SetValueBool(id string, value bool) error {
vStr := "0"
if value {
vStr = "1"
}
return d.SetValue(id, vStr)
}
func (d *Driver) SetFreeze(id string, value bool) error {
for _, freezable := range d.freezables() {
if freezable.id() == d.realId(id) {
freezable.setFreezeState(value)
return nil
}
}
return fmt.Errorf("Couldn't find clickable widget %v:%v", d.menu.Name, id)
}
func (d *Driver) OnClick(id string, f func()) error {
for _, clickable := range d.clickables() {
if clickable.id() == d.realId(id) {
clickable.onClick(f)
return nil
}
}
// We need to be able to wire up items inside dialogues too
for _, dialogue := range d.dialogues {
for _, clickable := range dialogue.clickables() {
if clickable.id() == d.realId(id) {
clickable.onClick(f)
return nil
}
}
}
return fmt.Errorf("Couldn't find clickable widget %v:%v", d.menu.Name, id)
}
// FIXME: HURK. Surely I'm missing something? steps is value:offset
func (d *Driver) ConfigureSlider(id string, steps map[int]int) error {
for _, clickable := range d.clickables() {
if slider, ok := clickable.(*slider); ok && slider.id() == d.realId(id) {
slider.steps = steps
return nil
}
}
return fmt.Errorf("Couldn't find slider %v:%v", d.menu.Name, id)
}
func (d *Driver) ValueInt(id string, into *int) error {
var vStr string
if err := d.Value(id, &vStr); err != nil {
return err
}
value, err := strconv.Atoi(vStr)
if err != nil {
return err
}
*into = value
return nil
}
func (d *Driver) SetValueInt(id string, value int) error {
vStr := strconv.Itoa(value)
return d.SetValue(id, vStr)
}

73
internal/ui/widget.go Normal file
View File

@@ -0,0 +1,73 @@
package ui
type Widget struct {
Locator string
Children []*Widget
ownClickables []clickable
ownFreezables []freezable
ownHoverables []hoverable
ownMouseables []mouseable
ownPaintables []paintable
ownValueables []valueable
}
func (w *Widget) clickables() []clickable {
out := w.ownClickables
for _, widget := range w.Children {
out = append(out, widget.clickables()...)
}
return out
}
func (w *Widget) freezables() []freezable {
out := w.ownFreezables
for _, widget := range w.Children {
out = append(out, widget.freezables()...)
}
return out
}
func (w *Widget) hoverables() []hoverable {
out := w.ownHoverables
for _, widget := range w.Children {
out = append(out, widget.hoverables()...)
}
return out
}
func (w *Widget) mouseables() []mouseable {
out := w.ownMouseables
for _, widget := range w.Children {
out = append(out, widget.mouseables()...)
}
return out
}
func (w *Widget) paintables() []paintable {
out := w.ownPaintables
for _, widget := range w.Children {
out = append(out, widget.paintables()...)
}
return out
}
func (w *Widget) valueables() []valueable {
out := w.ownValueables
for _, widget := range w.Children {
out = append(out, widget.valueables()...)
}
return out
}