Refactor inventorySelect to build it hierarchically
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@@ -15,10 +15,6 @@ import (
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)
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func init() {
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// These menu types don't need driving, so we can ignore them
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registerBuilder(menus.TypeMenu, nil) // Menus are just containers
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registerBuilder(menus.TypeDragMenu, nil) // Menus are just containers
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// FIXME: these need implementing
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// Needed for Keyboard.mnu (main -> options -> keyboard)
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@@ -79,6 +75,10 @@ func noChildren(f func(d *Driver, r *menus.Record) error) builderFunc {
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}
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}
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func ownedByMenu(d *Driver, r *menus.Record) ([]*menus.Record, error) {
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return nil, fmt.Errorf("This record should be handled by a menu: %v:%v (%#+v)", r.Menu.Name, r.Path(), r)
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}
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func registerBuilder(t menus.MenuType, f builderFunc) {
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if _, ok := widgetBuilders[t]; ok {
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panic(fmt.Sprintf("A builder for menu type %v already exists", t))
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42
internal/ui/menus.go
Normal file
42
internal/ui/menus.go
Normal file
@@ -0,0 +1,42 @@
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package ui
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import (
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"code.ur.gs/lupine/ordoor/internal/menus"
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)
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func init() {
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// These menu types don't need driving, so we can ignore them
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registerBuilder(menus.TypeMenu, registerMenu)
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registerBuilder(menus.TypeDragMenu, nil) // Menus are just containers
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}
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func registerMenu(d *Driver, r *menus.Record) ([]*menus.Record, error) {
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// Group all inventory selects that share a menu together
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var childrenLeft []*menus.Record
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var inventorySelects []*inventorySelect
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for _, child := range r.Children {
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switch child.Type {
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case menus.TypeInventorySelect:
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is, err := registerInventorySelect(d, child)
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if err != nil {
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return nil, err
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}
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inventorySelects = append(inventorySelects, is)
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default:
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childrenLeft = append(childrenLeft, child)
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}
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}
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if len(inventorySelects) > 0 {
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inventorySelects[0].setValue("1") // Always start with one selected
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for _, is := range inventorySelects {
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is.others = inventorySelects
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}
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}
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// Return all the unhandled children to be processed further
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return childrenLeft, nil
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}
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@@ -12,7 +12,7 @@ import (
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func init() {
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registerBuilder(menus.TypeCheckbox, noChildren(registerCheckbox))
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registerBuilder(menus.TypeSlider, noChildren(registerSlider))
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registerBuilder(menus.TypeInventorySelect, noChildren(registerInventorySelect))
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registerBuilder(menus.TypeInventorySelect, ownedByMenu)
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}
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// A checkbox can be a fancy button
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@@ -96,10 +96,12 @@ func registerSlider(d *Driver, r *menus.Record) error {
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return nil
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}
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func registerInventorySelect(d *Driver, r *menus.Record) error {
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// Called from the menu, which fills "others"
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// TODO: make this a single call? A single component with multiple choices?
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func registerInventorySelect(d *Driver, r *menus.Record) (*inventorySelect, error) {
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sprites, err := d.menu.Sprites(r.Share, 3) // unchecked, checked, disabled
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if err != nil {
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return err
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return nil, err
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}
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element := &inventorySelect{
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@@ -122,32 +124,7 @@ func registerInventorySelect(d *Driver, r *menus.Record) error {
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d.paintables = append(d.paintables, element)
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d.valueables = append(d.valueables, element)
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if r.Parent == nil {
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return nil
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}
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element.parentPath = r.Parent.Path()
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// Now update all inventory selects belonging to the same menu so they share
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// a list of all inventory selects. This will be replaced several times as
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// the menu is built.
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var inventorySelects []*inventorySelect
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for _, valueable := range d.valueables {
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if is, ok := valueable.(*inventorySelect); ok && is.parentPath == element.parentPath {
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inventorySelects = append(inventorySelects, is)
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}
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}
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for _, is := range inventorySelects {
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is.others = inventorySelects
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}
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// Select the first in the list
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if len(inventorySelects) == 1 {
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element.setValue("1")
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}
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return nil
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return element, nil
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}
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func (c *checkbox) registerMouseClick() {
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