Add a partial listbox implementation
This commit is contained in:
158
internal/ui/list_box.go
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158
internal/ui/list_box.go
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package ui
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import (
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"fmt"
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"log"
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"code.ur.gs/lupine/ordoor/internal/menus"
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)
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func init() {
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registerBuilder(menus.TypeLineKbd, ownedByMenu)
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registerBuilder(menus.TypeLineBriefing, ownedByMenu)
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registerBuilder(menus.TypeThumb, ownedByMenu)
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registerBuilder(menus.TypeListBoxUp, ownedByMenu)
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registerBuilder(menus.TypeListBoxDown, ownedByMenu)
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}
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// listBox is a TListBox in VCL terms. It has a number of lines of text, one of
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// which may be selected, and a slider with up and down buttons to scroll if the
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// options in the box exceed its viewing capacity.
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//
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// TODO: multi-select functionality? Is it needed?
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type listBox struct {
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upBtn *button
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downBtn *button
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// TODO: can we reuse the slider element for the thumb?
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base *noninteractive // The menu itself has a sprite to display
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lines []*noninteractive // We display to these
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// The list box acts as a window onto these
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strings []string
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// The start of our window
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offset int
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}
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func registerListBox(d *Driver, menu *menus.Record) ([]*menus.Record, error) {
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var upBtn *menus.Record
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var downBtn *menus.Record
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var slider *menus.Record
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var items []*menus.Record
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for _, rec := range menu.Children {
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switch rec.Type {
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case menus.TypeListBoxUp:
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if upBtn != nil {
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return nil, fmt.Errorf("Duplicate up buttons in menu %v", menu.Locator())
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}
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upBtn = rec
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case menus.TypeListBoxDown:
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if downBtn != nil {
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return nil, fmt.Errorf("Duplicate down buttons in menu %v", menu.Locator())
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}
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downBtn = rec
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case menus.TypeLineKbd, menus.TypeLineBriefing:
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items = append(items, rec)
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case menus.TypeThumb:
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if slider != nil {
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return nil, fmt.Errorf("Duplicate thumbs in menu %v", menu.Locator())
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}
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slider = rec
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default:
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return nil, fmt.Errorf("Unrecognised child in listbox menu: %v", rec.Locator())
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}
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}
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if len(items) == 0 || slider == nil || upBtn == nil || downBtn == nil {
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return nil, fmt.Errorf("Missing items in menu %v", menu.Locator())
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}
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// Now build the wonderful thing
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elemUp, err := registerButton(d, upBtn, upBtn.SpriteId[0])
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if err != nil {
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return nil, err
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}
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elemDown, err := registerButton(d, downBtn, downBtn.SpriteId[0])
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if err != nil {
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return nil, err
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}
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element := &listBox{
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upBtn: elemUp,
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downBtn: elemDown,
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}
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for _, rec := range items {
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ni, err := registerNoninteractive(d, rec)
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if err != nil {
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return nil, err
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}
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element.lines = append(element.lines, ni)
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}
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// Internal wiring-up
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elemUp.onClick(element.up)
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elemDown.onClick(element.down)
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// FIXME: Test data for now
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for i := 0; i < 50; i++ {
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element.strings = append(element.strings, fmt.Sprintf("FOO %v", i))
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}
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// Register everything
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// FIXME: we should be able to freeze/unfreeze as a group. The buttons register themselves though...
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return nil, nil
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}
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func (l *listBox) SetStrings(to []string) {
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if len(to) < len(l.strings) {
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l.offset = 0 // FIXME: unconditional? Trim to max?
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}
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l.strings = to
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l.refresh()
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}
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// TODO: Selected returns the index and value of the selected item
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func (l *listBox) Selected() (int, string) {
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return 0, ""
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}
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func (l *listBox) up() {
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if l.offset <= 0 {
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return
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}
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l.offset -= 1
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l.refresh()
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}
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func (l *listBox) down() {
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if l.offset > len(l.strings)-len(l.lines) {
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return
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}
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l.offset += 1
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l.refresh()
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}
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func (l *listBox) refresh() {
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for i, ni := range l.lines {
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// FIXME: noninteractive isn't set up for dynamic text yet. Need to
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// generate textImg on demand instead of once at start.
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ni.hoverImpl.text = ""
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if len(l.strings) > l.offset+i {
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ni.hoverImpl.text = l.strings[l.offset+i]
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}
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}
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log.Printf("Listbox offset: %v", l.offset)
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}
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