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