First pass at displaying Menu files
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -5,5 +5,6 @@
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/view-obj
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/view-map
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/view-minimap
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/view-menu
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/view-set
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/wh40k
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3
Makefile
3
Makefile
@@ -14,6 +14,9 @@ view-obj: $(srcfiles)
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view-map: $(srcfiles)
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go build -o view-map ur.gs/ordoor/cmd/view-map
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view-menu: $(srcfiles)
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go build -o view-menu ur.gs/ordoor/cmd/view-menu
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view-minimap: $(srcfiles)
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go build -o view-minimap ur.gs/ordoor/cmd/view-minimap
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@@ -5,25 +5,32 @@ import (
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"fmt"
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"log"
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"path/filepath"
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"strings"
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"ur.gs/ordoor/internal/data"
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"ur.gs/ordoor/internal/maps"
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"ur.gs/ordoor/internal/menus"
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"ur.gs/ordoor/internal/sets"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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skipObj = flag.Bool("skip-obj", true, "Skip loading .obj files")
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)
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func main() {
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flag.Parse()
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loadData()
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loadObj()
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if !*skipObj {
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loadObj()
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}
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loadMapsFrom("Maps")
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loadMapsFrom("MultiMaps")
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loadSets()
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loadMenus()
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}
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func loadData() {
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@@ -128,3 +135,33 @@ func loadSets() {
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fmt.Printf(" * `%s`: center expected=%d actual=%d\n", key, mapSet.CenterCount, len(mapSet.CenterPalette))
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}
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}
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func loadMenus() {
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menusPath := filepath.Join(*gamePath, "Menu")
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menus, err := menus.LoadMenus(menusPath)
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if err != nil {
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log.Fatalf("Failed to parse %s/*.mnu as menus: %v", menusPath, err)
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}
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for _, menu := range menus {
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fmt.Printf(" * `%s`: objects=%v fonts=%v\n", menu.Name, menu.ObjectFiles, menu.FontNames)
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for _, record := range menu.Records {
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displayRecord(record, 2)
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}
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}
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}
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func displayRecord(record *menus.Record, depth int) {
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content := fmt.Sprintf("id=%v type=%v sprite=%v", record.Id, record.Type, record.SpriteId)
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if !record.Active {
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content = "(" + content + ")"
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}
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fmt.Printf("%s* %s\n", strings.Repeat(" ", depth), content)
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for _, child := range record.Children {
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displayRecord(child, depth+1)
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}
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}
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198
cmd/view-menu/main.go
Normal file
198
cmd/view-menu/main.go
Normal file
@@ -0,0 +1,198 @@
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package main
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import (
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"flag"
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"log"
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"os"
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"path/filepath"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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"ur.gs/ordoor/internal/conv"
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"ur.gs/ordoor/internal/data"
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"ur.gs/ordoor/internal/menus"
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"ur.gs/ordoor/internal/ui"
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)
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var (
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gamePath = flag.String("game-path", "./orig", "Path to a WH40K: Chaos Gate installation")
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menuFile = flag.String("menu", "", "Path to a .mnu file, e.g. ./orig/Menu/MainGame.mnu")
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)
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type env struct {
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menu *menus.Menu
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objects []*conv.Object
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batch *pixel.Batch
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}
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type state struct {
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env *env
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step int
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// Redraw the window if these change
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winPos pixel.Vec
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winBounds pixel.Rect
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}
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func main() {
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flag.Parse()
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if *gamePath == "" || *menuFile == "" {
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flag.Usage()
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os.Exit(1)
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}
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menu, err := menus.LoadMenu(*menuFile)
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if err != nil {
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log.Fatalf("Couldn't load menu file %s: %v", *menuFile, err)
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}
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rawObjs := []*data.Object{}
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for _, name := range menu.ObjectFiles {
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objFile := filepath.Join(filepath.Dir(*menuFile), name)
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obj, err := data.LoadObject(objFile)
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if err != nil {
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log.Fatalf("Failed to load %s: %v", name, err)
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}
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obj.Name = name
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rawObjs = append(rawObjs, obj)
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}
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objects, spritesheet := conv.ConvertObjects(rawObjs)
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batch := pixel.NewBatch(&pixel.TrianglesData{}, spritesheet)
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env := &env{objects: objects, menu: menu, batch: batch}
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// The main thread now belongs to pixelgl
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pixelgl.Run(env.run)
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}
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func (e *env) run() {
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win, err := ui.NewWindow("View Menu: " + *menuFile)
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if err != nil {
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log.Fatal("Couldn't create window: %v", err)
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}
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pWin := win.PixelWindow
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state := &state{env: e}
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// For now, just try to display the various objects
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// left + right to change object, up + down to change frame
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win.Run(func() {
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oldState := *state
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state = state.runStep(pWin)
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if oldState != *state || oldState.step == 0 {
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state.present(pWin)
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}
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state.step += 1
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})
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}
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func (s *state) runStep(pWin *pixelgl.Window) *state {
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newState := *s
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newState.winPos = pWin.GetPos()
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newState.winBounds = pWin.Bounds()
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newState.handleKeys(pWin)
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return &newState
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}
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const (
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origX = 640.0
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origY = 480.0
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)
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func (s *state) present(pWin *pixelgl.Window) {
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pWin.Clear(colornames.Black)
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s.env.batch.Clear()
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// The menus expect to be drawn to a 640x480 screen. We need to scale and
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// project that so it fills the window appropriately. This is a combination
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// of translate + zoom
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winSize := pWin.Bounds().Max
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scaleFactor := pixel.Vec{winSize.X / origX, winSize.Y / origY}
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cam := pixel.IM
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cam = cam.ScaledXY(pixel.ZV, pixel.Vec{1.0, -1.0}) // invert the Y axis
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cam = cam.Moved(pixel.Vec{origX / 2, origY / 2})
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cam = cam.ScaledXY(pixel.ZV, scaleFactor)
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s.env.batch.SetMatrix(cam)
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for _, record := range s.env.menu.Records {
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s.drawRecord(record, s.env.batch)
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}
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s.env.batch.Draw(pWin)
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}
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func (s *state) drawRecord(record *menus.Record, target pixel.Target) {
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if !record.Active {
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return
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}
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// Draw this record if it's valid to do so. FIXME: lots to learn
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if record.SpriteId >= 0 {
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x := float64(record.X)
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y := float64(record.Y)
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// FIXME: some are set at -1, -1. No idea why
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if x < 0.0 {
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x = 0.0
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}
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if y < 0.0 {
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y = 0.0
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}
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log.Printf(
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"Drawing id=%v type=%v spriteid=%v x=%v y=%v",
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record.Id, record.Type, record.SpriteId, x, y,
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)
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// FIXME: Need to handle multiple objects
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obj := s.env.objects[0]
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sprite := obj.Sprites[record.SpriteId]
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sprite.Spr.Draw(target, pixel.IM.Moved(pixel.V(x, y)))
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}
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// Draw all children of this record
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for _, child := range record.Children {
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s.drawRecord(child, target)
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}
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}
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func (s *state) handleKeys(pWin *pixelgl.Window) {
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/*
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if pWin.JustPressed(pixelgl.KeyLeft) {
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if s.objIdx > 0 {
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s.objIdx -= 1
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s.spriteIdx = 0
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}
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}
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if pWin.JustPressed(pixelgl.KeyRight) {
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if s.objIdx < s.env.set.Count()-1 {
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s.objIdx += 1
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s.spriteIdx = 0
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}
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}
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if pWin.JustPressed(pixelgl.KeyDown) {
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if s.spriteIdx > 0 {
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s.spriteIdx -= 1
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}
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}
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if pWin.JustPressed(pixelgl.KeyUp) {
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if s.spriteIdx < len(s.curObject().Sprites)-1 {
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s.spriteIdx += 1
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}
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}
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// Zoom in and out with the mouse wheel
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s.zoom *= math.Pow(1.2, pWin.MouseScroll().Y)
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*/
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}
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@@ -1,6 +1,129 @@
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# *.mnu
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These files appear to be the UI definitions for Chaos Gate. Some relate to
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system menus, other to in-game menus.
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system menus, other to in-game menus. Their names are hardcoded into the
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`WH40K.exe` binary. Each has a `.obj` file associated with it.
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It's an ASCII-formatted text file with a 12-line header, followed by a number
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of descriptor records.
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Here's the top of `MainGame.mnu`:
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```
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MainGame.obj
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BACKGROUND COLOR 0..255..-1 trans : 0
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HYPERTEXT COLOR 0..255 : 120
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FONT TYPE 0..5 : 10
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wh40k_12
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basfnt12
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wh40k_47
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wh40k_12_red
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wh40k_12_blue
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wh40k_12_green
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wh40k_12_yellow
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NULL
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```
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The first line of the header is a `.obj` file containing sprites we want to
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display on-screen. We see entries further down have a `SPRITEID`, which must
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reference entries in that file.
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In `SaveGame.mnu`, we can see multiple `.obj` files can be referenced.
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There are then 3 lines that seem to be fixed descriptor names with values
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that vary. Is this font colour, perhaps? Unsure.
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Next is a variable-length list of font names, referencing files in the `Fonts`
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directory.
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Finally, there's a list of records that specify the menu itself. Truncated
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contents of `SaveGame.mnu`:
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```
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#rem..........Background
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MENUID : 1
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MENUTYPE : 0
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MOVEABLE : 0
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ACTIVE : 1
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SPRITEID : 0
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ACCELERATOR: 0
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DRAW TYPE : 0
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SHARE : -1
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X-CORD : -1
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Y-CORD : -1
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DESC :
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*
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#rem..........MAIN BACKGROUND
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MENUID : 2
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MENUTYPE : 45
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MOVEABLE : 0
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ACTIVE : 1
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SPRITEID : 0
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ACCELERATOR: 0
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DRAW TYPE : 0
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SHARE : -1
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X-CORD : -1
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Y-CORD : -1
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DESC :
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#rem.......... MAIN BACKGROUND
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SUBMENUID : 1
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SUBMENUTYPE: 31
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FONTTYPE : 20
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ACTIVE : 0
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SPRITEID : -1
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ACCELERATOR: 0
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DRAW TYPE : 0
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SHARE : 0
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SOUNDTYPE : 0
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DESC :
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*
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#rem..........Chat List Box Menu
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MENUID : 21
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MENUTYPE : 1
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MOVEABLE : 0
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ACTIVE : 1
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SPRITEID : 764
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ACCELERATOR: 0
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DRAW TYPE : 0
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SHARE : -1
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X-CORD : -1
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Y-CORD : -1
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DESC :
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[...]
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*
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~
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```
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We start processing these as soon as we see `MENUID`, I suppose. Each toplevel
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item is `*`-delimited, and the list is terminated with `~`.
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Each menu has a list of parameters:
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|---------|----------|---------|
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| Name | Examples | Purpose |
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|---------|----------|---------|
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| `MENUID`| `1`, `2`, `3` | Maybe linking between menus? |
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| `MENUTYPE` | `0`, `1`, `2`, `3`, `45`, `300` | ? |
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| `MOVEABLE` | `0` | Unimplemented functionality? |
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| `ACTIVE` | `0`, `1` | Boolean - whether to show the thing |
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| `SPRITEID` | `-1`, `0`, `123` | Select from `.obj` file |
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| `ACCELERATOR` | | |
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| `DRAW TYPE` | | |
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| `SHARE` | | |
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| `X-CORD` | | |
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| `Y-CORD` | | |
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| `FONTTYPE` | | |
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| `SOUNDTYPE` | | |
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| `DESC` | | |
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Submenus also show a couple of unique values:
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|------|----------|---------|
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| Name | Examples | Purpose |
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|------|----------|---------|
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| `SUBMENUID` | | |
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| `SUBMENUTYPE` | | |
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|
178
internal/menus/menus.go
Normal file
178
internal/menus/menus.go
Normal file
@@ -0,0 +1,178 @@
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package menus
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import (
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"fmt"
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"io/ioutil"
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"path/filepath"
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"strconv"
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"strings"
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"ur.gs/ordoor/internal/util/asciiscan"
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)
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type Record struct {
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Parent *Record
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Children []*Record
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Id int
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Type int
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Active bool
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SpriteId int
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X int
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Y int
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// FIXME: turn these into first-class data
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properties map[string]string
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}
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type Menu struct {
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Name string
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// TODO: load these
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ObjectFiles []string
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FontNames []string
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// FIXME: turn these into first-class data
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Properties map[string]string
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|
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// The actual menu records. There are multiple top-level items. Submenus are
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// only ever nested one deep.
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Records []*Record
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}
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func LoadMenu(filename string) (*Menu, error) {
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name := filepath.Base(filename)
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// FIXME: this needs turning into a real parser sometime
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scanner, err := asciiscan.New(filename)
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if err != nil {
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return nil, err
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}
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var str string
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var record *Record
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section := 0
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isProp := false
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out := &Menu{
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Name: name,
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Properties: map[string]string{},
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}
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for {
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str, err = scanner.ConsumeString()
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if err != nil {
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return nil, err
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}
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// Whether the lines are properties or not alternate with each section,
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// except the records use `*` as a separator
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if section < 3 && isProp != asciiscan.IsProperty(str) {
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section += 1
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isProp = !isProp
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}
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if str == "~" {
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break
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}
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switch section {
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case 0: // List of object files
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out.ObjectFiles = append(out.ObjectFiles, str)
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case 1: // List of properties
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k, v := asciiscan.ConsumeProperty(str)
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out.Properties[k] = v
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case 2: // list of fonts
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// FIXME: do we need to do something cleverer here?
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if str == "NULL" {
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continue
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}
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out.FontNames = append(out.FontNames, str)
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case 3: // Menu records
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if str == "*" { // NEXT RECORD
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out.Records = append(out.Records, record.Toplevel())
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continue
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}
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||||
|
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k, v := asciiscan.ConsumeProperty(str)
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switch k {
|
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case "MENUID":
|
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record = newRecord(nil)
|
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case "SUBMENUID":
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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
|
||||
}
|
||||
}
|
@@ -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 {
|
||||
|
Reference in New Issue
Block a user