First pass at displaying Menu files

This commit is contained in:
2018-12-30 23:23:08 +00:00
parent 6d3a13fcfb
commit b21767fe97
7 changed files with 559 additions and 2 deletions

1
.gitignore vendored
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@@ -5,5 +5,6 @@
/view-obj
/view-map
/view-minimap
/view-menu
/view-set
/wh40k

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@@ -14,6 +14,9 @@ view-obj: $(srcfiles)
view-map: $(srcfiles)
go build -o view-map ur.gs/ordoor/cmd/view-map
view-menu: $(srcfiles)
go build -o view-menu ur.gs/ordoor/cmd/view-menu
view-minimap: $(srcfiles)
go build -o view-minimap ur.gs/ordoor/cmd/view-minimap

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@@ -5,25 +5,32 @@ import (
"fmt"
"log"
"path/filepath"
"strings"
"ur.gs/ordoor/internal/data"
"ur.gs/ordoor/internal/maps"
"ur.gs/ordoor/internal/menus"
"ur.gs/ordoor/internal/sets"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
skipObj = flag.Bool("skip-obj", true, "Skip loading .obj files")
)
func main() {
flag.Parse()
loadData()
loadObj()
if !*skipObj {
loadObj()
}
loadMapsFrom("Maps")
loadMapsFrom("MultiMaps")
loadSets()
loadMenus()
}
func loadData() {
@@ -128,3 +135,33 @@ func loadSets() {
fmt.Printf(" * `%s`: center expected=%d actual=%d\n", key, mapSet.CenterCount, len(mapSet.CenterPalette))
}
}
func loadMenus() {
menusPath := filepath.Join(*gamePath, "Menu")
menus, err := menus.LoadMenus(menusPath)
if err != nil {
log.Fatalf("Failed to parse %s/*.mnu as menus: %v", menusPath, err)
}
for _, menu := range menus {
fmt.Printf(" * `%s`: objects=%v fonts=%v\n", menu.Name, menu.ObjectFiles, menu.FontNames)
for _, record := range menu.Records {
displayRecord(record, 2)
}
}
}
func displayRecord(record *menus.Record, depth int) {
content := fmt.Sprintf("id=%v type=%v sprite=%v", record.Id, record.Type, record.SpriteId)
if !record.Active {
content = "(" + content + ")"
}
fmt.Printf("%s* %s\n", strings.Repeat(" ", depth), content)
for _, child := range record.Children {
displayRecord(child, depth+1)
}
}

198
cmd/view-menu/main.go Normal file
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@@ -0,0 +1,198 @@
package main
import (
"flag"
"log"
"os"
"path/filepath"
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
"ur.gs/ordoor/internal/conv"
"ur.gs/ordoor/internal/data"
"ur.gs/ordoor/internal/menus"
"ur.gs/ordoor/internal/ui"
)
var (
gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
menuFile = flag.String("menu", "", "Path to a .mnu file, e.g. ./orig/Menu/MainGame.mnu")
)
type env struct {
menu *menus.Menu
objects []*conv.Object
batch *pixel.Batch
}
type state struct {
env *env
step int
// Redraw the window if these change
winPos pixel.Vec
winBounds pixel.Rect
}
func main() {
flag.Parse()
if *gamePath == "" || *menuFile == "" {
flag.Usage()
os.Exit(1)
}
menu, err := menus.LoadMenu(*menuFile)
if err != nil {
log.Fatalf("Couldn't load menu file %s: %v", *menuFile, err)
}
rawObjs := []*data.Object{}
for _, name := range menu.ObjectFiles {
objFile := filepath.Join(filepath.Dir(*menuFile), name)
obj, err := data.LoadObject(objFile)
if err != nil {
log.Fatalf("Failed to load %s: %v", name, err)
}
obj.Name = name
rawObjs = append(rawObjs, obj)
}
objects, spritesheet := conv.ConvertObjects(rawObjs)
batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
env := &env{objects: objects, menu: menu, batch: batch}
// The main thread now belongs to pixelgl
pixelgl.Run(env.run)
}
func (e *env) run() {
win, err := ui.NewWindow("View Menu: " + *menuFile)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
pWin := win.PixelWindow
state := &state{env: e}
// For now, just try to display the various objects
// left + right to change object, up + down to change frame
win.Run(func() {
oldState := *state
state = state.runStep(pWin)
if oldState != *state || oldState.step == 0 {
state.present(pWin)
}
state.step += 1
})
}
func (s *state) runStep(pWin *pixelgl.Window) *state {
newState := *s
newState.winPos = pWin.GetPos()
newState.winBounds = pWin.Bounds()
newState.handleKeys(pWin)
return &newState
}
const (
origX = 640.0
origY = 480.0
)
func (s *state) present(pWin *pixelgl.Window) {
pWin.Clear(colornames.Black)
s.env.batch.Clear()
// The menus expect to be drawn to a 640x480 screen. We need to scale and
// project that so it fills the window appropriately. This is a combination
// of translate + zoom
winSize := pWin.Bounds().Max
scaleFactor := pixel.Vec{winSize.X / origX, winSize.Y / origY}
cam := pixel.IM
cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
cam = cam.Moved(pixel.Vec{origX / 2, origY / 2})
cam = cam.ScaledXY(pixel.ZV, scaleFactor)
s.env.batch.SetMatrix(cam)
for _, record := range s.env.menu.Records {
s.drawRecord(record, s.env.batch)
}
s.env.batch.Draw(pWin)
}
func (s *state) drawRecord(record *menus.Record, target pixel.Target) {
if !record.Active {
return
}
// Draw this record if it's valid to do so. FIXME: lots to learn
if record.SpriteId >= 0 {
x := float64(record.X)
y := float64(record.Y)
// FIXME: some are set at -1, -1. No idea why
if x < 0.0 {
x = 0.0
}
if y < 0.0 {
y = 0.0
}
log.Printf(
"Drawing id=%v type=%v spriteid=%v x=%v y=%v",
record.Id, record.Type, record.SpriteId, x, y,
)
// FIXME: Need to handle multiple objects
obj := s.env.objects[0]
sprite := obj.Sprites[record.SpriteId]
sprite.Spr.Draw(target, pixel.IM.Moved(pixel.V(x, y)))
}
// Draw all children of this record
for _, child := range record.Children {
s.drawRecord(child, target)
}
}
func (s *state) handleKeys(pWin *pixelgl.Window) {
/*
if pWin.JustPressed(pixelgl.KeyLeft) {
if s.objIdx > 0 {
s.objIdx -= 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyRight) {
if s.objIdx < s.env.set.Count()-1 {
s.objIdx += 1
s.spriteIdx = 0
}
}
if pWin.JustPressed(pixelgl.KeyDown) {
if s.spriteIdx > 0 {
s.spriteIdx -= 1
}
}
if pWin.JustPressed(pixelgl.KeyUp) {
if s.spriteIdx < len(s.curObject().Sprites)-1 {
s.spriteIdx += 1
}
}
// Zoom in and out with the mouse wheel
s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
*/
}

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@@ -1,6 +1,129 @@
# *.mnu
These files appear to be the UI definitions for Chaos Gate. Some relate to
system menus, other to in-game menus.
system menus, other to in-game menus. Their names are hardcoded into the
`WH40K.exe` binary. Each has a `.obj` file associated with it.
It's an ASCII-formatted text file with a 12-line header, followed by a number
of descriptor records.
Here's the top of `MainGame.mnu`:
```
MainGame.obj
BACKGROUND COLOR 0..255..-1 trans : 0
HYPERTEXT COLOR 0..255 : 120
FONT TYPE 0..5 : 10
wh40k_12
basfnt12
wh40k_47
wh40k_12_red
wh40k_12_blue
wh40k_12_green
wh40k_12_yellow
NULL
```
The first line of the header is a `.obj` file containing sprites we want to
display on-screen. We see entries further down have a `SPRITEID`, which must
reference entries in that file.
In `SaveGame.mnu`, we can see multiple `.obj` files can be referenced.
There are then 3 lines that seem to be fixed descriptor names with values
that vary. Is this font colour, perhaps? Unsure.
Next is a variable-length list of font names, referencing files in the `Fonts`
directory.
Finally, there's a list of records that specify the menu itself. Truncated
contents of `SaveGame.mnu`:
```
#rem..........Background
MENUID : 1
MENUTYPE : 0
MOVEABLE : 0
ACTIVE : 1
SPRITEID : 0
ACCELERATOR: 0
DRAW TYPE : 0
SHARE : -1
X-CORD : -1
Y-CORD : -1
DESC :
*
#rem..........MAIN BACKGROUND
MENUID : 2
MENUTYPE : 45
MOVEABLE : 0
ACTIVE : 1
SPRITEID : 0
ACCELERATOR: 0
DRAW TYPE : 0
SHARE : -1
X-CORD : -1
Y-CORD : -1
DESC :
#rem.......... MAIN BACKGROUND
SUBMENUID : 1
SUBMENUTYPE: 31
FONTTYPE : 20
ACTIVE : 0
SPRITEID : -1
ACCELERATOR: 0
DRAW TYPE : 0
SHARE : 0
SOUNDTYPE : 0
DESC :
*
#rem..........Chat List Box Menu
MENUID : 21
MENUTYPE : 1
MOVEABLE : 0
ACTIVE : 1
SPRITEID : 764
ACCELERATOR: 0
DRAW TYPE : 0
SHARE : -1
X-CORD : -1
Y-CORD : -1
DESC :
[...]
*
~
```
We start processing these as soon as we see `MENUID`, I suppose. Each toplevel
item is `*`-delimited, and the list is terminated with `~`.
Each menu has a list of parameters:
|---------|----------|---------|
| Name | Examples | Purpose |
|---------|----------|---------|
| `MENUID`| `1`, `2`, `3` | Maybe linking between menus? |
| `MENUTYPE` | `0`, `1`, `2`, `3`, `45`, `300` | ? |
| `MOVEABLE` | `0` | Unimplemented functionality? |
| `ACTIVE` | `0`, `1` | Boolean - whether to show the thing |
| `SPRITEID` | `-1`, `0`, `123` | Select from `.obj` file |
| `ACCELERATOR` | | |
| `DRAW TYPE` | | |
| `SHARE` | | |
| `X-CORD` | | |
| `Y-CORD` | | |
| `FONTTYPE` | | |
| `SOUNDTYPE` | | |
| `DESC` | | |
Submenus also show a couple of unique values:
|------|----------|---------|
| Name | Examples | Purpose |
|------|----------|---------|
| `SUBMENUID` | | |
| `SUBMENUTYPE` | | |

178
internal/menus/menus.go Normal file
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@@ -0,0 +1,178 @@
package menus
import (
"fmt"
"io/ioutil"
"path/filepath"
"strconv"
"strings"
"ur.gs/ordoor/internal/util/asciiscan"
)
type Record struct {
Parent *Record
Children []*Record
Id int
Type int
Active bool
SpriteId int
X int
Y int
// FIXME: turn these into first-class data
properties map[string]string
}
type Menu struct {
Name string
// TODO: load these
ObjectFiles []string
FontNames []string
// FIXME: turn these into first-class data
Properties map[string]string
// The actual menu records. There are multiple top-level items. Submenus are
// only ever nested one deep.
Records []*Record
}
func LoadMenu(filename string) (*Menu, error) {
name := filepath.Base(filename)
// FIXME: this needs turning into a real parser sometime
scanner, err := asciiscan.New(filename)
if err != nil {
return nil, err
}
var str string
var record *Record
section := 0
isProp := false
out := &Menu{
Name: name,
Properties: map[string]string{},
}
for {
str, err = scanner.ConsumeString()
if err != nil {
return nil, err
}
// Whether the lines are properties or not alternate with each section,
// except the records use `*` as a separator
if section < 3 && isProp != asciiscan.IsProperty(str) {
section += 1
isProp = !isProp
}
if str == "~" {
break
}
switch section {
case 0: // List of object files
out.ObjectFiles = append(out.ObjectFiles, str)
case 1: // List of properties
k, v := asciiscan.ConsumeProperty(str)
out.Properties[k] = v
case 2: // list of fonts
// FIXME: do we need to do something cleverer here?
if str == "NULL" {
continue
}
out.FontNames = append(out.FontNames, str)
case 3: // Menu records
if str == "*" { // NEXT RECORD
out.Records = append(out.Records, record.Toplevel())
continue
}
k, v := asciiscan.ConsumeProperty(str)
switch k {
case "MENUID":
record = newRecord(nil)
case "SUBMENUID":
record = newRecord(record.Toplevel())
}
setProperty(record, k, v)
}
}
return out, nil
}
func LoadMenus(dir string) (map[string]*Menu, error) {
fis, err := ioutil.ReadDir(dir)
if err != nil {
return nil, err
}
out := make(map[string]*Menu, len(fis))
for _, fi := range fis {
relname := fi.Name()
basename := filepath.Base(relname)
extname := filepath.Ext(relname)
// Skip anything that isn't a .mnu file
if !strings.EqualFold(extname, ".mnu") {
continue
}
built, err := LoadMenu(filepath.Join(dir, relname))
if err != nil {
return nil, fmt.Errorf("%s: %v", filepath.Join(dir, relname), err)
}
out[basename] = built
}
return out, nil
}
func newRecord(parent *Record) *Record {
out := &Record{
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) {
vInt, _ := strconv.Atoi(v)
switch k {
case "MENUID", "SUBMENUID":
r.Id = vInt
case "MENUTYPE", "SUBMENUTYPE":
r.Type = vInt
case "ACTIVE":
r.Active = (vInt != 0)
case "SPRITEID":
r.SpriteId = vInt
case "X-CORD":
r.X = vInt
case "Y-CORD":
r.Y = vInt
default:
r.properties[k] = v
}
}

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@@ -7,6 +7,7 @@ import (
"io"
"os"
"strconv"
"strings"
)
var hashComment = []byte("#")
@@ -60,6 +61,22 @@ func (s *Scanner) ConsumeString() (string, error) {
return "", err
}
// It's common for properties to be specified as "foo : bar". Parse them out.
func ConsumeProperty(s string) (string, string) {
if !IsProperty(s) {
return "", ""
}
parts := strings.SplitN(s, ":", 2)
return strings.TrimSpace(parts[0]), strings.TrimSpace(parts[1])
}
// Peek ahead in the input stream to see if the next line might be a property
// (contain a colon character).
func IsProperty(s string) bool {
return strings.Contains(s, ":")
}
func (s *Scanner) ConsumeInt() (int, error) {
str, err := s.ConsumeString()
if err != nil {