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

@@ -33,6 +33,7 @@ type AssetStore struct {
// These members are used to store things we've already loaded
maps map[string]*Map
menus map[string]*Menu
objs map[string]*Object
sets map[string]*Set
sounds map[string]*Sound
@@ -81,6 +82,7 @@ func (a *AssetStore) Refresh() error {
// Refresh
a.entries = newEntryMap
a.maps = make(map[string]*Map)
a.menus = make(map[string]*Menu)
a.objs = make(map[string]*Object)
a.sets = make(map[string]*Set)
a.sounds = make(map[string]*Sound)
@@ -89,7 +91,12 @@ func (a *AssetStore) Refresh() error {
}
func (a *AssetStore) lookup(name, ext string, dirs ...string) (string, error) {
filename := canonical(name + "." + ext)
var filename string
if ext != "" {
filename = canonical(name + "." + ext)
} else {
filename = canonical(name)
}
for _, dir := range dirs {
dir = canonical(dir)

View File

@@ -0,0 +1,81 @@
package assetstore
import (
"github.com/hajimehoshi/ebiten"
"code.ur.gs/lupine/ordoor/internal/menus"
)
type Menu struct {
assets *AssetStore
obj *Object // TODO: handle multiple objects in the menu
raw *menus.Menu
Name string
}
// FIXME: don't expose this
func (m *Menu) Records() []*menus.Record {
return m.raw.Records
}
func (m *Menu) Images(start, count int) ([]*ebiten.Image, error) {
out := make([]*ebiten.Image, count)
for i := start; i < start+count; i++ {
sprite, err := m.Sprite(i)
if err != nil {
return nil, err
}
out[i-start] = sprite.Image
}
return out, nil
}
func (m *Menu) Sprite(idx int) (*Sprite, error) {
return m.obj.Sprite(idx)
}
func (a *AssetStore) Menu(name string) (*Menu, error) {
name = canonical(name)
if menu, ok := a.menus[name]; ok {
return menu, nil
}
filename, err := a.lookup(name, "mnu", "Menu")
if err != nil {
return nil, err
}
raw, err := menus.LoadMenu(filename)
if err != nil {
return nil, err
}
obj, err := a.loadMenuObject(raw) // TODO: multiple objects
if err != nil {
return nil, err
}
menu := &Menu{
assets: a,
obj: obj,
raw: raw,
Name: name,
}
a.menus[name] = menu
return menu, nil
}
func (a *AssetStore) loadMenuObject(menu *menus.Menu) (*Object, error) {
filename := menu.ObjectFiles[0]
filename, err := a.lookup(filename, "", "Menu") // Extension already present
if err != nil {
return nil, err
}
return a.ObjectByPath(filename)
}