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

@@ -12,6 +12,11 @@ import (
"github.com/hajimehoshi/ebiten/inpututil"
)
type Game interface {
Update(screenX, screenY int) error
Draw(*ebiten.Image) error
}
var (
screenScale = flag.Float64("screen-scale", 1.0, "Scale the window by this factor")
@@ -26,9 +31,8 @@ type Window struct {
KeyUpHandlers map[ebiten.Key]func()
MouseWheelHandler func(float64, float64)
// User-provided update actions
updateFn func() error
drawFn func(*ebiten.Image) error
// Allow the "game" to be switched out at any time
game Game
debug bool
firstRun bool
@@ -37,7 +41,7 @@ type Window struct {
// 0,0 is the *top left* of the window
//
// ebiten assumes a single window, so only call this once...
func NewWindow(title string) (*Window, error) {
func NewWindow(game Game, title string) (*Window, error) {
ebiten.SetRunnableInBackground(true)
return &Window{
@@ -45,6 +49,7 @@ func NewWindow(title string) (*Window, error) {
KeyUpHandlers: make(map[ebiten.Key]func()),
debug: true,
firstRun: true,
game: game,
}, nil
}
@@ -57,13 +62,12 @@ func (w *Window) OnMouseWheel(f func(x, y float64)) {
w.MouseWheelHandler = f
}
func (w *Window) run(screen *ebiten.Image) error {
if w.firstRun {
ebiten.SetScreenScale(*screenScale)
w.firstRun = false
}
func (w *Window) Layout(_, _ int) (int, int) {
return *winX, *winY
}
if err := w.updateFn(); err != nil {
func (w *Window) Update(screen *ebiten.Image) error {
if err := w.game.Update(screen.Size()); err != nil {
return err
}
@@ -83,16 +87,18 @@ func (w *Window) run(screen *ebiten.Image) error {
}
}
if !ebiten.IsDrawingSkipped() {
if err := w.drawFn(screen); err != nil {
return err
}
if ebiten.IsDrawingSkipped() {
return nil
}
if w.debug {
// Draw FPS, etc, to the screen
msg := fmt.Sprintf("tps=%0.2f fps=%0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS())
ebitenutil.DebugPrint(screen, msg)
}
if err := w.game.Draw(screen); err != nil {
return err
}
if w.debug {
// Draw FPS, etc, to the screen
msg := fmt.Sprintf("tps=%0.2f fps=%0.2f", ebiten.CurrentTPS(), ebiten.CurrentFPS())
ebitenutil.DebugPrint(screen, msg)
}
return nil
@@ -101,10 +107,7 @@ func (w *Window) run(screen *ebiten.Image) error {
// TODO: a stop or other cancellation mechanism
//
// Note that this must be called on the main OS thread
func (w *Window) Run(updateFn func() error, drawFn func(*ebiten.Image) error) error {
w.updateFn = updateFn
w.drawFn = drawFn
func (w *Window) Run() error {
if *cpuprofile != "" {
f, err := os.Create(*cpuprofile)
if err != nil {
@@ -117,5 +120,7 @@ func (w *Window) Run(updateFn func() error, drawFn func(*ebiten.Image) error) er
defer pprof.StopCPUProfile()
}
return ebiten.Run(w.run, *winX, *winY, 1, w.Title) // Native game resolution: 640x480
ebiten.SetWindowSize(int(float64(*winX)**screenScale), int(float64(*winY)**screenScale))
ebiten.SetWindowTitle(w.Title)
return ebiten.RunGame(w) // Native game resolution: 640x480
}