Link various screens accessible from the bridge
This kind of linking is starting to creak...
This commit is contained in:
@@ -17,13 +17,13 @@ const (
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TypeMenu MenuType = 1
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TypeDragMenu MenuType = 2 // Only seen in Configure_Vehicle_{Chaos,Ultra}
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TypeSimpleButton MenuType = 3
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TypeDoorHotspot MenuType = 30 // Like a button I guess? FONTTYPE is animation speed
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TypeUnknown1 MenuType = 31 // ??? Needed for ChaEquip.mnu
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TypeDoorHotspot MenuType = 30 // Like a button I guess? "FONTTYPE is animation speed"
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TypeDoorHotspot2 MenuType = 31 // Seems like a duplicate of the above? What's different?
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TypeLineKbd MenuType = 40
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TypeThumb MenuType = 45
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TypeLineBriefing MenuType = 41
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TypeInvokeButton MenuType = 50
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TypeSquadButton MenuType = 60 // Maybe? Appears in Arrange.mnu
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TypeDoorHotspot3 MenuType = 60 // Maybe? Appears in Arrange.mnu
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TypeOverlay MenuType = 61
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TypeHypertext MenuType = 70
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TypeCheckbox MenuType = 91
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@@ -3,9 +3,40 @@ package flow
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func (f *Flow) linkBridge() {
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// FIXME: sometimes these doors are frozen, depending on game state
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f.onClick(bridge, "2.1", f.setDriver(briefing)) // Mission briefing clickable
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f.onClick(bridge, "2.2", f.setDriver(choices)) // Options door hotspot
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f.setFreeze(bridge, "2.4", false) // FIXME: Enter combat door hotspot (!!!)
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f.onClick(bridge, "2.6", f.setDriver(configureVehiclesUltra)) // Vehicle configure door hotspot
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f.onClick(bridge, "2.8", f.setDriver(configureUltEquip)) // Squads configure door hotspot
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//f.onClick(bridge, "2.1", f.setDriver(briefing)) // TODO: Mission briefing clickable
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f.onClick(bridge, "2.2", f.setDriver(choices)) // Options door hotspot
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f.setFreeze(bridge, "2.4", false) // FIXME: Enter combat door hotspot (!!!)
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f.setFreeze(bridge, "2.6", false) // FIXME: Vehicle configure door hotspot
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f.onClick(bridge, "2.8", f.setDriver(arrange)) // Squads configure door hotspot
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// link children
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f.linkChoices()
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f.linkArrange()
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}
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func (f *Flow) linkChoices() {
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f.onClick(choices, "2.1", f.setDriver(loadGame)) // Load another game button
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f.onClick(choices, "2.2", f.setDriver(saveGame)) // Save this game button
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f.onClick(choices, "2.3", f.setReturningDriver(choices, options)) // More options button
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// FIXME: wipe out game state when this goes through
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f.onClick(choices, "2.4", f.setDriver(main)) // Restart button
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f.onClick(choices, "2.5", f.setDriver(credits)) // Credits button
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f.onClick(choices, "2.6", f.setExit) // Quit button
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f.onClick(choices, "2.7", f.setDriver(bridge)) // Back button
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}
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func (f *Flow) linkArrange() {
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// FIXME: we should be operating on game data in here
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f.onClick(arrange, "8.1", f.setDriver(bridge)) // Return to bridge ("cathedral")
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f.onClick(arrange, "8.3", f.setDriver(configureUltEquip)) // Configure squads
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f.linkConfigureUltEquip()
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}
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func (f *Flow) linkConfigureUltEquip() {
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// FIXME: we should be modifying loadouts of selected squad members here
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f.onClick(configureUltEquip, "8.1", f.setDriver(bridge)) // Return to bridge
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}
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@@ -2,6 +2,7 @@ package flow
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import (
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"errors"
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"fmt"
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"github.com/hajimehoshi/ebiten"
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@@ -19,6 +20,13 @@ type Flow struct {
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current *ui.Driver
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drivers map[driverName]*ui.Driver
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// Some screens can be returned to from more than one place. Where this is
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// the case, instead of hardcoding it, we'll store an entry in here so we
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// know where we're going back to
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//
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// FIXME: this really suggests wiring everything up at the start is wrong.
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returns map[driverName]driverName
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exit error
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}
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@@ -37,10 +45,12 @@ const (
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bridge driverName = "Bridge"
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briefing driverName = "Briefing"
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choices driverName = "Choices"
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ultEquip driverName = "UltEquip"
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saveGame driverName = "SaveGame"
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credits driverName = "Credits"
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arrange driverName = "Arrange"
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configureUltEquip driverName = "Configure_UltEquip"
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configureVehiclesUltra driverName = "Configure_vehicles_ultra"
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configureVehiclesUltra driverName = "Configure_Vehicles_Ultra"
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)
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var (
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@@ -48,8 +58,8 @@ var (
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driverNames = []driverName{
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main, levelPly, singles, randomMap, newGame, loadGame, options, kbd,
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bridge, briefing, choices, ultEquip,
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configureVehiclesUltra,
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bridge, briefing, choices, saveGame, credits, arrange,
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configureUltEquip, configureVehiclesUltra,
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}
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// Constants used for sliders
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@@ -74,6 +84,7 @@ func New(assets *assetstore.AssetStore, config *config.Config) (*Flow, error) {
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assets: assets,
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config: config,
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drivers: make(map[driverName]*ui.Driver, len(driverNames)),
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returns: make(map[driverName]driverName),
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}
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// Load all the drivers upfront
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@@ -129,11 +140,11 @@ func (f *Flow) Draw(screen *ebiten.Image) error {
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func (f *Flow) linkDrivers() {
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// linkMain
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f.onClick(main, "2.1", f.setDriver(newGame)) // New game
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f.onClick(main, "2.2", f.setDriver(loadGame)) // Load game
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f.setFreeze(main, "2.3", true) // Multiplayer - disable for now
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f.onClick(main, "2.4", f.setDriver(options)) // Options
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f.onClick(main, "2.5", f.setExit) // Quit
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f.onClick(main, "2.1", f.setDriver(newGame)) // New game
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f.onClick(main, "2.2", f.setDriver(loadGame)) // Load game
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f.setFreeze(main, "2.3", true) // Multiplayer - disable for now
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f.onClick(main, "2.4", f.setReturningDriver(main, options)) // Options
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f.onClick(main, "2.5", f.setExit) // Quit
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// Now link immediate children. They will link their children, and so on
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f.linkNewGame()
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@@ -142,6 +153,14 @@ func (f *Flow) linkDrivers() {
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f.linkOptions()
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}
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func maybeErr(driver driverName, err error) error {
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if err != nil {
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return fmt.Errorf("%v: %v", driver, err)
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}
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return nil
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}
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func (f *Flow) configureSlider(driver driverName, id string, steps map[int]int) {
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if f.exit != nil {
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return
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@@ -155,7 +174,7 @@ func (f *Flow) onClick(driver driverName, id string, fn func()) {
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return
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}
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f.exit = f.drivers[driver].OnClick(id, fn)
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f.exit = maybeErr(driver, f.drivers[driver].OnClick(id, fn))
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}
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func (f *Flow) setFreeze(driver driverName, id string, value bool) {
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@@ -163,7 +182,7 @@ func (f *Flow) setFreeze(driver driverName, id string, value bool) {
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return
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}
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f.exit = f.drivers[driver].SetFreeze(id, value)
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f.exit = maybeErr(driver, f.drivers[driver].SetFreeze(id, value))
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}
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func (f *Flow) setValueBool(driver driverName, id string, value bool) {
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@@ -184,6 +203,27 @@ func (f *Flow) setDriverNow(name driverName) {
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f.current = f.drivers[name]
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}
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// from is the parent menu, to is the child
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func (f *Flow) setReturningDriver(from, to driverName) func() {
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return func() {
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f.returns[to] = from
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f.setDriverNow(to)
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}
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}
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// from is the child menu, to is the parent
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func (f *Flow) returnToLastDriverNow(from driverName) error {
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to, ok := f.returns[from]
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if !ok {
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return fmt.Errorf("Couldn't work out where to return to from %v", from)
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}
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delete(f.returns, from)
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f.setDriverNow(to)
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return nil
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}
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func (f *Flow) setExit() {
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f.exit = ErrExit
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}
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@@ -26,10 +26,13 @@ func (f *Flow) linkLevelPly() {
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f.setDriverNow(newGame)
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})
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// FIXME: we should select a savegame if Mighty Here is selected here
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// FIXME: we should select a savegame if Mighty Hero is selected here
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// FIXME: we should show a movie here. Need an internal SMK player first
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// FIXME: we should set up new game state here!
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f.onClick(levelPly, "2.7", f.setDriver(bridge)) // Select button
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// Link children
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f.linkBridge()
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}
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func (f *Flow) linkSingles() {
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@@ -44,7 +44,7 @@ func (f *Flow) cancelOptions() func() {
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log.Printf("Saving options to config failed: %v", err)
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f.exit = err
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} else {
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f.setDriverNow(main)
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f.exit = f.returnToLastDriverNow(options)
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}
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}
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}
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@@ -11,7 +11,9 @@ func init() {
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registerBuilder(menus.TypeSimpleButton, registerSimpleButton)
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registerBuilder(menus.TypeInvokeButton, registerInvokeButton)
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registerBuilder(menus.TypeMainButton, registerMainButton)
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registerBuilder(menus.TypeDoorHotspot, registerDebug("Unimplemented DoorHotspot", nil))
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registerBuilder(menus.TypeDoorHotspot, registerDoorHotspot)
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registerBuilder(menus.TypeDoorHotspot2, registerDoorHotspot)
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registerBuilder(menus.TypeDoorHotspot3, registerDoorHotspot)
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}
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// A button without hover animation
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@@ -79,6 +81,29 @@ func registerMainButton(d *Driver, r *menus.Record) error {
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return nil
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}
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func registerDoorHotspot(d *Driver, r *menus.Record) error {
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sprites, err := d.menu.Sprites(r.Share, 2) // base, pressed
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if err != nil {
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return err
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}
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btn := &button{
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path: r.Path(),
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baseSpr: sprites[0],
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clickSpr: sprites[1],
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frozenSpr: sprites[0], // No disabled sprite
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hoverImpl: hoverImpl{text: r.Text},
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}
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d.clickables = append(d.clickables, btn)
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d.freezables = append(d.freezables, btn)
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d.hoverables = append(d.hoverables, btn)
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d.paintables = append(d.paintables, btn)
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return nil
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}
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func registerButton(d *Driver, r *menus.Record, spriteId int) error {
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sprites, err := d.menu.Sprites(spriteId, 3) // base, pressed, disabled
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if err != nil {
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@@ -4,6 +4,7 @@ import (
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"fmt"
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"image"
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"log"
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"runtime/debug"
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"strconv"
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"github.com/hajimehoshi/ebiten"
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@@ -24,14 +25,10 @@ func init() {
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registerBuilder(menus.TypeLineKbd, registerDebug("Unimplemented LineKbd", nil))
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registerBuilder(menus.TypeDialogue, registerDebug("Unimplemented Dialogue", nil))
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// Needed for Arrange.mnu (???)
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registerBuilder(menus.TypeSquadButton, registerDebug("Unimplemented SquadButton", nil))
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// Needed for Briefing.mnu
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registerBuilder(menus.TypeLineBriefing, registerDebug("Unimplemented LineBriefing", nil))
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// Needed for ChaEquip.mnu
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registerBuilder(menus.TypeUnknown1, registerDebug("Unimplemented Unknown1", nil))
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registerBuilder(menus.TypeThumb, registerDebug("Unimplemented Thumb", nil))
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// Needed for MainGameChaos.mnu
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@@ -226,6 +223,11 @@ func (d *Driver) SetValueInt(id string, value int) error {
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}
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func (d *Driver) Update(screenX, screenY int) error {
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if d == nil {
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debug.PrintStack()
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return fmt.Errorf("Tried to update a nil ui.Driver")
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}
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// This will be updated while processing hovers
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d.tooltip = ""
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d.ticks += 1
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@@ -274,6 +276,11 @@ func (d *Driver) Update(screenX, screenY int) error {
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}
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func (d *Driver) Draw(screen *ebiten.Image) error {
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if d == nil {
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debug.PrintStack()
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return fmt.Errorf("Tried to draw a nil ui.Driver")
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}
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var do ebiten.DrawImageOptions
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for _, paint := range d.paintables {
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@@ -15,7 +15,7 @@ func init() {
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registerBuilder(menus.TypeHypertext, registerHypertext)
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registerBuilder(menus.TypeOverlay, registerOverlay)
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registerBuilder(menus.TypeAnimationSample, registerAnimation)
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registerBuilder(menus.TypeAnimationHover, registerDebug("WIP AnimationHover", registerAnimationHover))
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registerBuilder(menus.TypeAnimationHover, registerAnimationHover)
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}
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// A non-interactive element is not a widget; it merely displays some pixels and
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