Start work on menu interactivity.

With this commit, we get a ui.Interface and ui.Widget type. The
interface monitors hover and mouse click state and tells the widgets
about them; the widgets execute code specified by the application when
events occur.

Next step: have wh40k load the main menu and play sound, etc.
This commit is contained in:
2020-03-22 02:58:52 +00:00
parent bcaf3d9b58
commit bfe9fbdf7d
12 changed files with 440 additions and 194 deletions

View File

@@ -51,11 +51,6 @@ func main() {
log.Fatalf("Couldn't load set %s: %v", *setName, err)
}
win, err := ui.NewWindow("View Set: " + *setName)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
state := state{zoom: 8.0}
env := &env{
set: set,
@@ -63,6 +58,11 @@ func main() {
lastState: state,
}
win, err := ui.NewWindow(env, "View Set: "+*setName)
if err != nil {
log.Fatal("Couldn't create window: %v", err)
}
win.OnKeyUp(ebiten.KeyLeft, env.changeObjIdx(-1))
win.OnKeyUp(ebiten.KeyRight, env.changeObjIdx(+1))
@@ -72,12 +72,12 @@ func main() {
win.OnMouseWheel(env.changeZoom)
// Main thread now belongs to ebiten
if err := win.Run(env.Update, env.Draw); err != nil {
if err := win.Run(); err != nil {
log.Fatal(err)
}
}
func (e *env) Update() error {
func (e *env) Update(screenX, screenY int) error {
curObj, err := e.curObject()
if err != nil {
return err