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

@@ -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)
}